axmol/extensions/ImGuiEXT/imgui/imgui.h

5250 lines
320 KiB
C++

// dear imgui, v1.84
// (headers)
// Help:
// - Read FAQ at http://dearimgui.org/faq
// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
// Read imgui.cpp for details, links and comments.
// Resources:
// - FAQ http://dearimgui.org/faq
// - Homepage & latest https://github.com/ocornut/imgui
// - Releases & changelog https://github.com/ocornut/imgui/releases
// - Gallery https://github.com/ocornut/imgui/issues/4451 (please post your screenshots/video there!)
// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there)
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
// - Issues & support https://github.com/ocornut/imgui/issues
// - Discussions https://github.com/ocornut/imgui/discussions
/*
Index of this file:
// [SECTION] Header mess
// [SECTION] Forward declarations and basic types
// [SECTION] Dear ImGui end-user API functions
// [SECTION] Flags & Enumerations
// [SECTION] Helpers: Memory allocations macros, ImVector<>
// [SECTION] ImGuiStyle
// [SECTION] ImGuiIO
// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload,
ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter,
ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
// [SECTION] Platform interface for multi-viewport support (ImGuiPlatformIO, ImGuiPlatformMonitor)
// [SECTION] Obsolete functions and types
*/
#pragma once
// Configuration file with compile-time options (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your
// build system')
#ifdef IMGUI_USER_CONFIG
# include IMGUI_USER_CONFIG
#endif
#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
# include "imconfig.h"
#endif
#ifndef IMGUI_DISABLE
//-----------------------------------------------------------------------------
// [SECTION] Header mess
//-----------------------------------------------------------------------------
// Includes
# include <float.h> // FLT_MIN, FLT_MAX
# include <stdarg.h> // va_list, va_start, va_end
# include <stddef.h> // ptrdiff_t, NULL
# include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
// Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at
// XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
# define IMGUI_VERSION "1.84.1"
# define IMGUI_VERSION_NUM 18403
# define IMGUI_CHECKVERSION() \
ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), \
sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
# define IMGUI_HAS_TABLE
# define IMGUI_HAS_VIEWPORT // Viewport WIP branch
# define IMGUI_HAS_DOCK // Docking WIP branch
// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
// Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI
// compatibility (also function call overhead, as dear imgui is a call-heavy API)
# ifndef IMGUI_API
# define IMGUI_API
# endif
# ifndef IMGUI_IMPL_API
# define IMGUI_IMPL_API IMGUI_API
# endif
// Helper Macros
# ifndef IM_ASSERT
# include <assert.h>
# define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
# endif
# define IM_ARRAYSIZE(_ARR) \
((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
# define IM_UNUSED(_VAR) \
((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from
// final builds.
# if (__cplusplus >= 201100) || (defined(_MSVC_LANG) && _MSVC_LANG >= 201100)
# define IM_OFFSETOF(_TYPE, _MEMBER) \
offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
# else
# define IM_OFFSETOF(_TYPE, _MEMBER) \
((size_t) & (((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro.
# endif
// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
# if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__)
# define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT + 1)))
# define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
# elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
# define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT + 1)))
# define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
# else
# define IM_FMTARGS(FMT)
# define IM_FMTLIST(FMT)
# endif
// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level
// functions)
# if defined(_MSC_VER) && !defined(__clang__) && !defined(IMGUI_DEBUG_PARANOID)
# define IM_MSVC_RUNTIME_CHECKS_OFF \
__pragma(runtime_checks("", off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push, off))
# define IM_MSVC_RUNTIME_CHECKS_RESTORE \
__pragma(runtime_checks("", restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop))
# else
# define IM_MSVC_RUNTIME_CHECKS_OFF
# define IM_MSVC_RUNTIME_CHECKS_RESTORE
# endif
// Warnings
# ifdef _MSC_VER
# pragma warning(push)
# pragma warning(disable : 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a
// member variable (type.6).
# endif
# if defined(__clang__)
# pragma clang diagnostic push
# pragma clang diagnostic ignored "-Wold-style-cast"
# if __has_warning("-Wzero-as-null-pointer-constant")
# pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
# endif
# elif defined(__GNUC__)
# pragma GCC diagnostic push
# pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
# pragma GCC diagnostic ignored \
"-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx'
// with no trivial copy-assignment; use assignment or value-initialization instead
# endif
//-----------------------------------------------------------------------------
// [SECTION] Forward declarations and basic types
//-----------------------------------------------------------------------------
// Forward declarations
struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and
// ImDrawList::ChannelsSplit()
struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is
// a callback)
struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the
// projection matrix.
struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic
// "mesh" builder)
struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you
// may create one yourself)
struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order,
// then flattened back.
struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with
// IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType).
struct ImFontConfig; // Configuration data when adding a font or merging fonts
struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please
// avoid using)
struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
struct ImGuiIO; // Main configuration and I/O between your application and ImGui
struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback
// (rare/advanced use)
struct ImGuiListClipper; // Helper to manually clip large list of items
struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by
// IMGUI_ONCE_UPON_A_FRAME macro
struct ImGuiPayload; // User data payload for drag and drop operations
struct ImGuiPlatformIO; // Multi-viewport support: interface for Platform/Renderer backends + viewports to render
struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used
// when positioning popups and tooltips to avoid them straddling monitors
struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
struct ImGuiStorage; // Helper for key->value storage
struct ImGuiStyle; // Runtime data for styling/colors
struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column,
// occasionally more)
struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
struct ImGuiViewport; // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to
// output to). In the future may represent Platform Monitor
struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered
// viewport flags and parent/child info)
// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of
// this file)
// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual
// flags/enum lists!
// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12
// ("Edit.GoToImplementation") cannot. With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also
// follow symbols in comments.
typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum)
typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation
typedef int
ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending)
typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace()
typedef int
ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super)
typedef int
ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(),
// SliderInt() etc.
typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable()
typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
typedef int
ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
// Other types
# ifndef ImTextureID // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx']
typedef void* ImTextureID; // User data for rendering backend to identify a texture. This is whatever to you want it to
// be! read the FAQ about ImTextureID for details.
# endif
typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string.
typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
typedef void (*ImGuiSizeCallback)(
ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
typedef void* (*ImGuiMemAllocFunc)(size_t sz,
void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
// Character types
// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for
// keyboard input and display)
typedef unsigned short
ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
typedef unsigned int
ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
# ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to
// support Unicode planes 1-16]
typedef ImWchar32 ImWchar;
# else
typedef ImWchar16 ImWchar;
# endif
// Basic scalar data types
typedef signed char ImS8; // 8-bit signed integer
typedef unsigned char ImU8; // 8-bit unsigned integer
typedef signed short ImS16; // 16-bit signed integer
typedef unsigned short ImU16; // 16-bit unsigned integer
typedef signed int ImS32; // 32-bit signed integer == int
typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
# if defined(_MSC_VER) && !defined(__clang__)
typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio)
typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio)
# elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
# include <stdint.h>
typedef int64_t ImS64; // 64-bit signed integer (pre C++11)
typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11)
# else
typedef signed long long ImS64; // 64-bit signed integer (post C++11)
typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11)
# endif
// 2D vector (often used to store positions or sizes)
IM_MSVC_RUNTIME_CHECKS_OFF
struct ImVec2
{
float x, y;
ImVec2() { x = y = 0.0f; }
ImVec2(float _x, float _y)
{
x = _x;
y = _y;
}
float operator[](size_t idx) const
{
IM_ASSERT(idx <= 1);
return (&x)[idx];
} // We very rarely use this [] operator, the assert overhead is fine.
float& operator[](size_t idx)
{
IM_ASSERT(idx <= 1);
return (&x)[idx];
} // We very rarely use this [] operator, the assert overhead is fine.
# ifdef IM_VEC2_CLASS_EXTRA
IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and
// forth between your math types and ImVec2.
# endif
};
// 4D vector (often used to store floating-point colors)
struct ImVec4
{
float x, y, z, w;
ImVec4() { x = y = z = w = 0.0f; }
ImVec4(float _x, float _y, float _z, float _w)
{
x = _x;
y = _y;
z = _z;
w = _w;
}
# ifdef IM_VEC4_CLASS_EXTRA
IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and
// forth between your math types and ImVec4.
# endif
};
IM_MSVC_RUNTIME_CHECKS_RESTORE
//-----------------------------------------------------------------------------
// [SECTION] Dear ImGui end-user API functions
// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't
// modify imgui source files!)
//-----------------------------------------------------------------------------
namespace ImGui
{
// Context creation and access
// - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to
// share a font atlas between contexts.
// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() +
// SetAllocatorFunctions()
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for
// details.
IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
IMGUI_API ImGuiContext* GetCurrentContext();
IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
// Main
IMGUI_API ImGuiIO&
GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(),
// PushStyleVar() to modify style mid-frame!
IMGUI_API void
NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
IMGUI_API void
EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping
// rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't
// need to render, better to not create any windows and not call NewFrame() at all!
IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
IMGUI_API ImDrawData*
GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
// Demo, Debug, Information
IMGUI_API void ShowDemoWindow(
bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library!
// try to make it always available in your application!
IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals:
// windows, draw commands, various internal state, etc.
IMGUI_API void ShowAboutWindow(
bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
IMGUI_API void ShowStyleEditor(
ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure
// to compare to, revert to and save to (else it uses the default style)
IMGUI_API bool ShowStyleSelector(
const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
IMGUI_API void ShowFontSelector(
const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user
// (mouse/keyboard controls).
IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for
// IMGUI_VERSION from the compiled version of imgui.cpp)
// Styles
IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
// Windows
// - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
// - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
// which clicking will set the boolean to false when clicked.
// - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple
// times.
// Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
// anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
// [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
// BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
// returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
// - Note that the bottom of window stack always contains a window called "Debug".
IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
IMGUI_API void End();
// Child Windows
// - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child
// windows can embed their own child.
// - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use
// remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).
// - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit
// submitting anything to the window.
// Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
// [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
// BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
// returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
IMGUI_API bool BeginChild(const char* str_id,
const ImVec2& size = ImVec2(0, 0),
bool border = false,
ImGuiWindowFlags flags = 0);
IMGUI_API bool BeginChild(ImGuiID id,
const ImVec2& size = ImVec2(0, 0),
bool border = false,
ImGuiWindowFlags flags = 0);
IMGUI_API void EndChild();
// Windows Utilities
// - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window
// we will Begin() into.
IMGUI_API bool IsWindowAppearing();
IMGUI_API bool IsWindowCollapsed();
IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags = 0); // is current window focused? or its root/child, depending
// on flags. see flags for options.
IMGUI_API bool IsWindowHovered(
ImGuiHoveredFlags flags =
0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If
// you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use
// the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
IMGUI_API ImDrawList*
GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport.
IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own
// drawing via the DrawList API)
IMGUI_API ImVec2 GetWindowSize(); // get current window size
IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
IMGUI_API ImGuiViewport* GetWindowViewport(); // get viewport currently associated to the current window.
// Window manipulation
// - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
IMGUI_API void SetNextWindowPos(const ImVec2& pos,
ImGuiCond cond = 0,
const ImVec2& pivot = ImVec2(0,
0)); // set next window position. call before Begin(). use
// pivot=(0.5f,0.5f) to center on given point, etc.
IMGUI_API void SetNextWindowSize(const ImVec2& size,
ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on
// this axis. call before Begin()
IMGUI_API void SetNextWindowSizeConstraints(
const ImVec2& size_min,
const ImVec2& size_max,
ImGuiSizeCallback custom_callback = NULL,
void* custom_callback_data =
NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be
// rounded down. Use callback to apply non-trivial programmatic constraints.
IMGUI_API void SetNextWindowContentSize(
const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of
// scrollbars). Not including window decorations (title bar, menu bar, etc.) nor
// WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
IMGUI_API void SetNextWindowCollapsed(bool collapsed,
ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
IMGUI_API void SetNextWindowBgAlpha(
float alpha); // set next window background color alpha. helper to easily override the Alpha component of
// ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport
IMGUI_API void SetWindowPos(
const ImVec2& pos,
ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using
// SetNextWindowPos(), as this may incur tearing and side-effects.
IMGUI_API void SetWindowSize(
const ImVec2& size,
ImGuiCond cond =
0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an
// auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
IMGUI_API void SetWindowCollapsed(bool collapsed,
ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer
// using SetNextWindowCollapsed().
IMGUI_API void
SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to
// scale all windows. This is an old API! For correct scaling, prefer
// to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
IMGUI_API void SetWindowSize(
const char* name,
const ImVec2& size,
ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
IMGUI_API void SetWindowCollapsed(const char* name,
bool collapsed,
ImGuiCond cond = 0); // set named window collapsed state
IMGUI_API void SetWindowFocus(
const char* name); // set named window to be focused / top-most. use NULL to remove focus.
// Content region
// - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful.
// - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in
// local window coordinates which increases confusion)
IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling,
// or current column boundaries), in windows coordinates
IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be
// override with SetNextWindowContentSize(), in window coordinates
IMGUI_API float GetWindowContentRegionWidth(); //
// Windows Scrolling
IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]
IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]
IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
IMGUI_API void SetScrollHereX(
float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible.
// center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a
// "default/current item" visible, consider using SetItemDefaultFocus() instead.
IMGUI_API void SetScrollHereY(
float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible.
// center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a
// "default/current item" visible, consider using SetItemDefaultFocus() instead.
IMGUI_API void SetScrollFromPosX(
float local_x,
float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally
// GetCursorStartPos() + offset to compute a valid position.
IMGUI_API void SetScrollFromPosY(
float local_y,
float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally
// GetCursorStartPos() + offset to compute a valid position.
// Parameters stacks (shared)
IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
IMGUI_API void PopFont();
IMGUI_API void PushStyleColor(
ImGuiCol idx,
ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
IMGUI_API void PopStyleColor(int count = 1);
IMGUI_API void PushStyleVar(
ImGuiStyleVar idx,
float val); // modify a style float variable. always use this if you modify the style after NewFrame().
IMGUI_API void PushStyleVar(
ImGuiStyleVar idx,
const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame().
IMGUI_API void PopStyleVar(int count = 1);
IMGUI_API void PushAllowKeyboardFocus(
bool allow_keyboard_focus); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you
// can disable it for certain widgets
IMGUI_API void PopAllowKeyboardFocus();
IMGUI_API void PushButtonRepeat(
bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using
// io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any
// Button() to tell if the button is held in the current frame.
IMGUI_API void PopButtonRepeat();
// Parameters stacks (current window)
IMGUI_API void PushItemWidth(
float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f
// align xx pixels to the right of window (so -FLT_MIN always align width to the right side).
IMGUI_API void PopItemWidth();
IMGUI_API void SetNextItemWidth(
float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align
// xx pixels to the right of window (so -FLT_MIN always align width to the right side)
IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily
// the width of last item unlike most 'Item' functions.
IMGUI_API void PushTextWrapPos(
float wrap_local_pos_x =
0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window
// (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
IMGUI_API void PopTextWrapPos();
// Style read access
// - Use the style editor (ShowStyleEditor() function) to interactively see what the colors are)
IMGUI_API ImFont* GetFont(); // get current font
IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
IMGUI_API ImVec2
GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
IMGUI_API ImU32
GetColorU32(ImGuiCol idx,
float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha
// multiplier, packed as a 32-bit value suitable for ImDrawList
IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit
// value suitable for ImDrawList
IMGUI_API ImU32 GetColorU32(
ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
IMGUI_API const ImVec4& GetStyleColorVec4(
ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(),
// otherwise use GetColorU32() to get style color with style alpha baked in.
// Cursor / Layout
// - By "cursor" we mean the current output position.
// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line
// down.
// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding
// widget.
// - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with
// future API:
// Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(),
// GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos() Absolute coordinate: GetCursorScreenPos(),
// SetCursorScreenPos(), all ImDrawList:: functions.
IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this
// becomes a vertical separator.
IMGUI_API void SameLine(float offset_from_start_x = 0.0f,
float spacing = -1.0f); // call between widgets or groups to layout them horizontally. X
// position given in window coordinates.
IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context.
IMGUI_API void Spacing(); // add vertical spacing.
IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't
// take the mouse click or be navigable into.
IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or
// style.IndentSpacing if indent_w <= 0
IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or
// style.IndentSpacing if indent_w <= 0
IMGUI_API void BeginGroup(); // lock horizontal starting position
IMGUI_API void
EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can
// use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position)
IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos,
// GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList::
IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system.
IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
IMGUI_API void SetCursorPosY(float local_y); //
IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates
IMGUI_API ImVec2
GetCursorScreenPos(); // cursor position in absolute coordinates (useful to work with ImDrawList API). generally
// top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right ==
// GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode.
IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates
IMGUI_API void
AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly
// to regularly framed items (call if you have text on a line before a framed item)
IMGUI_API float GetTextLineHeight(); // ~ FontSize
IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2
// consecutive lines of text)
IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance
// in pixels between 2 consecutive lines of framed widgets)
// ID stack/scopes
// Read the FAQ (docs/FAQ.md or http://dearimgui.org/faq) for more details about how ID are handled in dear imgui.
// - Those questions are answered and impacted by understanding of the ID stack system:
// - "Q: Why is my widget not reacting when I click on it?"
// - "Q: How can I have widgets with an empty label?"
// - "Q: How can I have multiple widgets with the same label?"
// - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
// want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
// - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
// - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an
// ID,
// whereas "str_id" denote a string that is only used as an ID and not normally displayed.
IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
IMGUI_API void PushID(const char* str_id_begin,
const char* str_id_end); // push string into the ID stack (will hash string).
IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
IMGUI_API void PopID(); // pop from the ID stack.
IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if
// you want to query into ImGuiStorage yourself
IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
IMGUI_API ImGuiID GetID(const void* ptr_id);
// Widgets: Text
IMGUI_API void TextUnformatted(
const char* text,
const char* text_end =
NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null
// terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size
// limits, recommended for long chunks of text.
IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...)
IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
IMGUI_API void TextDisabled(const char* fmt, ...)
IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...);
// PopStyleColor();
IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
IMGUI_API void TextWrapped(const char* fmt, ...)
IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work
// on an auto-resizing window if there's no other widgets to extend the window width, yoy may need
// to set a size using SetNextWindowSize().
IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
IMGUI_API void LabelText(const char* label, const char* fmt, ...)
IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
// Widgets: Main
// - Most widgets return true when the value has been changed or when pressed/selected
// - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget
// state.
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
IMGUI_API bool InvisibleButton(
const char* str_id,
const ImVec2& size,
ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom
// behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
IMGUI_API void Image(ImTextureID user_texture_id,
const ImVec2& size,
const ImVec2& uv0 = ImVec2(0, 0),
const ImVec2& uv1 = ImVec2(1, 1),
const ImVec4& tint_col = ImVec4(1, 1, 1, 1),
const ImVec4& border_col = ImVec4(0, 0, 0, 0));
IMGUI_API bool ImageButton(ImTextureID user_texture_id,
const ImVec2& size,
const ImVec2& uv0 = ImVec2(0, 0),
const ImVec2& uv1 = ImVec2(1, 1),
int frame_padding = -1,
const ImVec4& bg_col = ImVec4(0, 0, 0, 0),
const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // <0 frame_padding uses default frame padding
// settings. 0 for no padding
IMGUI_API bool Checkbox(const char* label, bool* v);
IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value);
IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
IMGUI_API bool RadioButton(const char* label,
bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
IMGUI_API bool RadioButton(const char* label,
int* v,
int v_button); // shortcut to handle the above pattern when value is an integer
IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by
// GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
// Widgets: Combo Box
// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by
// creating e.g. Selectable() items.
// - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This
// is analogous to how ListBox are created.
IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
IMGUI_API bool Combo(const char* label,
int* current_item,
const char* const items[],
int items_count,
int popup_max_height_in_items = -1);
IMGUI_API bool Combo(const char* label,
int* current_item,
const char* items_separated_by_zeros,
int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with
// \0\0. e.g. "One\0Two\0Three\0"
IMGUI_API bool Combo(const char* label,
int* current_item,
bool (*items_getter)(void* data, int idx, const char** out_text),
void* data,
int items_count,
int popup_max_height_in_items = -1);
// Widgets: Drag Sliders
// - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go
// off-bounds.
// - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function
// argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are
// expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g.
// "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
// - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For
// gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
// - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits.
// - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid
// clamping to a minimum.
// - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it
// easier to swap them.
// - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of
// the `ImGuiSliderFlags flags=0' argument.
// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
IMGUI_API bool DragFloat(const char* label,
float* v,
float v_speed = 1.0f,
float v_min = 0.0f,
float v_max = 0.0f,
const char* format = "%.3f",
ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
IMGUI_API bool DragFloat2(const char* label,
float v[2],
float v_speed = 1.0f,
float v_min = 0.0f,
float v_max = 0.0f,
const char* format = "%.3f",
ImGuiSliderFlags flags = 0);
IMGUI_API bool DragFloat3(const char* label,
float v[3],
float v_speed = 1.0f,
float v_min = 0.0f,
float v_max = 0.0f,
const char* format = "%.3f",
ImGuiSliderFlags flags = 0);
IMGUI_API bool DragFloat4(const char* label,
float v[4],
float v_speed = 1.0f,
float v_min = 0.0f,
float v_max = 0.0f,
const char* format = "%.3f",
ImGuiSliderFlags flags = 0);
IMGUI_API bool DragFloatRange2(const char* label,
float* v_current_min,
float* v_current_max,
float v_speed = 1.0f,
float v_min = 0.0f,
float v_max = 0.0f,
const char* format = "%.3f",
const char* format_max = NULL,
ImGuiSliderFlags flags = 0);
IMGUI_API bool DragInt(const char* label,
int* v,
float v_speed = 1.0f,
int v_min = 0,
int v_max = 0,
const char* format = "%d",
ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
IMGUI_API bool DragInt2(const char* label,
int v[2],
float v_speed = 1.0f,
int v_min = 0,
int v_max = 0,
const char* format = "%d",
ImGuiSliderFlags flags = 0);
IMGUI_API bool DragInt3(const char* label,
int v[3],
float v_speed = 1.0f,
int v_min = 0,
int v_max = 0,
const char* format = "%d",
ImGuiSliderFlags flags = 0);
IMGUI_API bool DragInt4(const char* label,
int v[4],
float v_speed = 1.0f,
int v_min = 0,
int v_max = 0,
const char* format = "%d",
ImGuiSliderFlags flags = 0);
IMGUI_API bool DragIntRange2(const char* label,
int* v_current_min,
int* v_current_max,
float v_speed = 1.0f,
int v_min = 0,
int v_max = 0,
const char* format = "%d",
const char* format_max = NULL,
ImGuiSliderFlags flags = 0);
IMGUI_API bool DragScalar(const char* label,
ImGuiDataType data_type,
void* p_data,
float v_speed = 1.0f,
const void* p_min = NULL,
const void* p_max = NULL,
const char* format = NULL,
ImGuiSliderFlags flags = 0);
IMGUI_API bool DragScalarN(const char* label,
ImGuiDataType data_type,
void* p_data,
int components,
float v_speed = 1.0f,
const void* p_min = NULL,
const void* p_max = NULL,
const char* format = NULL,
ImGuiSliderFlags flags = 0);
// Widgets: Regular Sliders
// - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go
// off-bounds.
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g.
// "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
// - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead
// of the `ImGuiSliderFlags flags=0' argument.
// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
IMGUI_API bool SliderFloat(const char* label,
float* v,
float v_min,
float v_max,
const char* format = "%.3f",
ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a
// suffix for in-slider labels or unit display.
IMGUI_API bool SliderFloat2(const char* label,
float v[2],
float v_min,
float v_max,
const char* format = "%.3f",
ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderFloat3(const char* label,
float v[3],
float v_min,
float v_max,
const char* format = "%.3f",
ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderFloat4(const char* label,
float v[4],
float v_min,
float v_max,
const char* format = "%.3f",
ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderAngle(const char* label,
float* v_rad,
float v_degrees_min = -360.0f,
float v_degrees_max = +360.0f,
const char* format = "%.0f deg",
ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderInt(const char* label,
int* v,
int v_min,
int v_max,
const char* format = "%d",
ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderInt2(const char* label,
int v[2],
int v_min,
int v_max,
const char* format = "%d",
ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderInt3(const char* label,
int v[3],
int v_min,
int v_max,
const char* format = "%d",
ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderInt4(const char* label,
int v[4],
int v_min,
int v_max,
const char* format = "%d",
ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderScalar(const char* label,
ImGuiDataType data_type,
void* p_data,
const void* p_min,
const void* p_max,
const char* format = NULL,
ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderScalarN(const char* label,
ImGuiDataType data_type,
void* p_data,
int components,
const void* p_min,
const void* p_max,
const char* format = NULL,
ImGuiSliderFlags flags = 0);
IMGUI_API bool VSliderFloat(const char* label,
const ImVec2& size,
float* v,
float v_min,
float v_max,
const char* format = "%.3f",
ImGuiSliderFlags flags = 0);
IMGUI_API bool VSliderInt(const char* label,
const ImVec2& size,
int* v,
int v_min,
int v_max,
const char* format = "%d",
ImGuiSliderFlags flags = 0);
IMGUI_API bool VSliderScalar(const char* label,
const ImVec2& size,
ImGuiDataType data_type,
void* p_data,
const void* p_min,
const void* p_max,
const char* format = NULL,
ImGuiSliderFlags flags = 0);
// Widgets: Input with Keyboard
// - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and
// comments in imgui_demo.cpp.
// - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX,
// InputDouble etc.
IMGUI_API bool InputText(const char* label,
char* buf,
size_t buf_size,
ImGuiInputTextFlags flags = 0,
ImGuiInputTextCallback callback = NULL,
void* user_data = NULL);
IMGUI_API bool InputTextMultiline(const char* label,
char* buf,
size_t buf_size,
const ImVec2& size = ImVec2(0, 0),
ImGuiInputTextFlags flags = 0,
ImGuiInputTextCallback callback = NULL,
void* user_data = NULL);
IMGUI_API bool InputTextWithHint(const char* label,
const char* hint,
char* buf,
size_t buf_size,
ImGuiInputTextFlags flags = 0,
ImGuiInputTextCallback callback = NULL,
void* user_data = NULL);
IMGUI_API bool InputFloat(const char* label,
float* v,
float step = 0.0f,
float step_fast = 0.0f,
const char* format = "%.3f",
ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputDouble(const char* label,
double* v,
double step = 0.0,
double step_fast = 0.0,
const char* format = "%.6f",
ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputScalar(const char* label,
ImGuiDataType data_type,
void* p_data,
const void* p_step = NULL,
const void* p_step_fast = NULL,
const char* format = NULL,
ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputScalarN(const char* label,
ImGuiDataType data_type,
void* p_data,
int components,
const void* p_step = NULL,
const void* p_step_fast = NULL,
const char* format = NULL,
ImGuiInputTextFlags flags = 0);
// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to
// open a picker, and right-clicked to open an option menu.)
// - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to
// document the number of elements that are expected to be accessible.
// - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorPicker4(const char* label,
float col[4],
ImGuiColorEditFlags flags = 0,
const float* ref_col = NULL);
IMGUI_API bool ColorButton(
const char* desc_id,
const ImVec4& col,
ImGuiColorEditFlags flags = 0,
ImVec2 size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
IMGUI_API void SetColorEditOptions(
ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select
// a default format, picker type, etc. User will be able to change many settings,
// unless you pass the _NoOptions flag to your calls.
// Widgets: Trees
// - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are
// finished displaying the tree node contents.
IMGUI_API bool TreeNode(const char* label);
IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(
2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to
// use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true,
// but you can call TreePush/TreePop yourself if desired.
IMGUI_API void TreePush(const void* ptr_id = NULL); // "
IMGUI_API void TreePop(); // ~ Unindent()+PopId()
IMGUI_API float
GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize +
// style.FramePadding.x*2) for a regular unframed TreeNode
IMGUI_API bool CollapsingHeader(
const char* label,
ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user
// doesn't have to call TreePop().
IMGUI_API bool CollapsingHeader(
const char* label,
bool* p_visible,
ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close
// button on upper right of the header which will set the bool to false when
// clicked, if '*p_visible==false' don't display the header.
IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
// Widgets: Selectables
// - A selectable highlights when hovered, and can display another color when selected.
// - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of
// selected Selectable appear contiguous.
IMGUI_API bool Selectable(
const char* label,
bool selected = false,
ImGuiSelectableFlags flags = 0,
const ImVec2& size =
ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns
// true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0:
// specify width. size.y==0.0: use label height, size.y>0.0: specify height
IMGUI_API bool Selectable(const char* label,
bool* p_selected,
ImGuiSelectableFlags flags = 0,
const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state
// (read-write), as a convenient helper.
// Widgets: List Boxes
// - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes.
// - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by
// creating e.g. Selectable() or any items.
// - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for
// convenience purpose. This is analoguous to how Combos are created.
// - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f
// (default): use current ItemWidth
// - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f
// (default): arbitrary default height which can fit ~7 items
IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true!
IMGUI_API bool ListBox(const char* label,
int* current_item,
const char* const items[],
int items_count,
int height_in_items = -1);
IMGUI_API bool ListBox(const char* label,
int* current_item,
bool (*items_getter)(void* data, int idx, const char** out_text),
void* data,
int items_count,
int height_in_items = -1);
// Widgets: Data Plotting
// - Consider using ImPlot (https://github.com/epezent/implot)
IMGUI_API void PlotLines(const char* label,
const float* values,
int values_count,
int values_offset = 0,
const char* overlay_text = NULL,
float scale_min = FLT_MAX,
float scale_max = FLT_MAX,
ImVec2 graph_size = ImVec2(0, 0),
int stride = sizeof(float));
IMGUI_API void PlotLines(const char* label,
float (*values_getter)(void* data, int idx),
void* data,
int values_count,
int values_offset = 0,
const char* overlay_text = NULL,
float scale_min = FLT_MAX,
float scale_max = FLT_MAX,
ImVec2 graph_size = ImVec2(0, 0));
IMGUI_API void PlotHistogram(const char* label,
const float* values,
int values_count,
int values_offset = 0,
const char* overlay_text = NULL,
float scale_min = FLT_MAX,
float scale_max = FLT_MAX,
ImVec2 graph_size = ImVec2(0, 0),
int stride = sizeof(float));
IMGUI_API void PlotHistogram(const char* label,
float (*values_getter)(void* data, int idx),
void* data,
int values_count,
int values_offset = 0,
const char* overlay_text = NULL,
float scale_min = FLT_MAX,
float scale_max = FLT_MAX,
ImVec2 graph_size = ImVec2(0, 0));
// Widgets: Value() Helpers.
// - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip:
// freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
IMGUI_API void Value(const char* prefix, bool b);
IMGUI_API void Value(const char* prefix, int v);
IMGUI_API void Value(const char* prefix, unsigned int v);
IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
// Widgets: Menus
// - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
// - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
// - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more
// items to it.
// - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the
// moment.
IMGUI_API bool
BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
IMGUI_API bool BeginMenu(const char* label,
bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
IMGUI_API bool MenuItem(const char* label,
const char* shortcut = NULL,
bool selected = false,
bool enabled = true); // return true when activated.
IMGUI_API bool MenuItem(
const char* label,
const char* shortcut,
bool* p_selected,
bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
// Tooltips
// - Tooltip are windows following the mouse. They do not take focus away.
IMGUI_API void
BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
IMGUI_API void EndTooltip();
IMGUI_API void SetTooltip(const char* fmt, ...)
IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to
// SetTooltip().
IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
// Popups, Modals
// - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
// - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with
// regular Begin*() calls.
// - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be
// closed as any time.
// - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling
// IsItemHovered() or IsWindowHovered().
// - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to
// be at the same level of the stack.
// This is sometimes leading to confusing mistakes. May rework this in the future.
// Popups: begin/end functions
// - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards.
// ImGuiWindowFlags are forwarded to the window.
// - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background,
// has a title bar.
IMGUI_API bool BeginPopup(
const char* str_id,
ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it.
IMGUI_API bool BeginPopupModal(
const char* name,
bool* p_open = NULL,
ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
// Popups: open/close functions
// - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
// - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
// - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
// - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level.
// This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
// - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
IMGUI_API void OpenPopup(const char* str_id,
ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
IMGUI_API void OpenPopup(ImGuiID id,
ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
IMGUI_API void OpenPopupOnItemClick(
const char* str_id = NULL,
ImGuiPopupFlags popup_flags =
1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note:
// actually triggers on the mouse _released_ event to be consistent with popup behaviors)
IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
// Popups: open+begin combined functions helpers
// - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
// - They are convenient to easily create context menus, hence the name.
// - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup().
// For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
// - IMPORTANT: we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward
// compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add
// the ImGuiPopupFlags_MouseButtonRight.
IMGUI_API bool BeginPopupContextItem(
const char* str_id = NULL,
ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the
// popup to previous item. If you want to use that on a non-interactive item such
// as Text() you need to pass in an explicit ID here. read comments in .cpp!
IMGUI_API bool BeginPopupContextWindow(
const char* str_id = NULL,
ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on current window.
IMGUI_API bool BeginPopupContextVoid(
const char* str_id = NULL,
ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows).
// Popups: query functions
// - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level
// of the popup stack.
// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
// Tables
// [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
// - Full-featured replacement for old Columns API.
// - See Demo->Tables for demo code.
// - See top of imgui_tables.cpp for general commentary.
// - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
// The typical call flow is:
// - 1. Call BeginTable().
// - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
// - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
// - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
// - 5. Populate contents:
// - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
// - If you are using tables as a sort of grid, where every columns is holding the same type of contents,
// you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
// TableNextColumn() will automatically wrap-around into the next row if needed.
// - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
// - Summary of possible call flow:
// --------------------------------------------------------------------------------------------------------
// TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") //
// OK TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") //
// OK
// TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") //
// OK: TableNextColumn() automatically gets to next row!
// TableNextRow() -> Text("Hello 0") //
// Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
// --------------------------------------------------------------------------------------------------------
// - 5. Call EndTable()
IMGUI_API bool BeginTable(const char* str_id,
int column,
ImGuiTableFlags flags = 0,
const ImVec2& outer_size = ImVec2(0.0f, 0.0f),
float inner_width = 0.0f);
IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0,
float min_row_height = 0.0f); // append into the first cell of a new row.
IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last
// column). Return true when column is visible.
IMGUI_API bool TableSetColumnIndex(
int column_n); // append into the specified column. Return true when column is visible.
// Tables: Headers & Columns declaration
// - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
// - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
// Headers are required to perform: reordering, sorting, and opening the context menu.
// The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
// - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
// some advanced use cases (e.g. adding custom widgets in header row).
// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
IMGUI_API void TableSetupColumn(const char* label,
ImGuiTableColumnFlags flags = 0,
float init_width_or_weight = 0.0f,
ImGuiID user_id = 0);
IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
IMGUI_API void
TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
// Tables: Sorting
// - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
// - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed
// since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may
// wastefully sort your data every frame!
// - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting).
// Tables: Miscellaneous functions
// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
IMGUI_API int TableGetColumnIndex(); // return current column index.
IMGUI_API int TableGetRowIndex(); // return current row index.
IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by
// TableSetupColumn(). Pass -1 to use current column.
IMGUI_API ImGuiTableColumnFlags
TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered
// status flags. Pass -1 to use current column.
IMGUI_API void TableSetColumnEnabled(
int column_n,
bool v); // change user accessible enabled/disabled state of a column. Set to false to hide the column. User can
// use the context menu to change this themselves (right-click in headers, or right-click in columns body
// with ImGuiTableFlags_ContextMenuInBody)
IMGUI_API void TableSetBgColor(
ImGuiTableBgTarget target,
ImU32 color,
int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
// Legacy Columns API (prefer using Tables!)
// - You can also use SameLine(pos_x) to mimic simplified columns.
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
IMGUI_API int GetColumnIndex(); // get current column index
IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
IMGUI_API void SetColumnWidth(int column_index,
float width); // set column width (in pixels). pass -1 to use current column
IMGUI_API float GetColumnOffset(
int column_index =
-1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use
// current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
IMGUI_API void SetColumnOffset(int column_index,
float offset_x); // set position of column line (in pixels, from the left side of the
// contents region). pass -1 to use current column
IMGUI_API int GetColumnsCount();
// Tab Bars, Tabs
// Note: Tabs are automatically created by the docking system. Use this to create tab bars/tabs yourself without docking
// being involved.
IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
IMGUI_API bool BeginTabItem(const char* label,
bool* p_open = NULL,
ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
IMGUI_API bool TabItemButton(const char* label,
ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when
// clicked. cannot be selected in the tab bar.
IMGUI_API void SetTabItemClosed(
const char*
tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce
// visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar()
// and before Tab submissions. Otherwise call with a window name.
// Docking
// [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
// Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use
// Docking!
// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.
// - Drag from window menu button (upper-left button) to undock an entire node (all windows).
// About dockspaces:
// - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details.
// - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport.
// This is often used with ImGuiDockNodeFlags_PassthruCentralNode.
// - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame!
// - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.
// e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with
// ImGuiDockNodeFlags_KeepAliveOnly.
IMGUI_API ImGuiID DockSpace(ImGuiID id,
const ImVec2& size = ImVec2(0, 0),
ImGuiDockNodeFlags flags = 0,
const ImGuiWindowClass* window_class = NULL);
IMGUI_API ImGuiID DockSpaceOverViewport(const ImGuiViewport* viewport = NULL,
ImGuiDockNodeFlags flags = 0,
const ImGuiWindowClass* window_class = NULL);
IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id
IMGUI_API void SetNextWindowClass(
const ImGuiWindowClass*
window_class); // set next window class (control docking compatibility + provide hints to platform backend via
// custom viewport flags and platform parent/child relationship)
IMGUI_API ImGuiID GetWindowDockID();
IMGUI_API bool IsWindowDocked(); // is current window docked into another window?
// Logging/Capture
// - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are
// automatically opened during logging.
IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
IMGUI_API void LogFinish(); // stop logging (close file, etc.)
IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
// Drag and Drop
// - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() +
// EndDragDropSource().
// - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() +
// EndDragDropTarget().
// - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we
// currently display a fallback "..." tooltip, see #1725)
// - An item can be both drag source and drop target.
IMGUI_API bool BeginDragDropSource(
ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you
// can call SetDragDropPayload() + EndDragDropSource()
IMGUI_API bool SetDragDropPayload(
const char* type,
const void* data,
size_t sz,
ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are
// reserved for dear imgui internal types. Data is copied and held by imgui.
IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns
// true, you can call AcceptDragDropPayload() + EndDragDropTarget()
IMGUI_API const ImGuiPayload* AcceptDragDropPayload(
const char* type,
ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is
// set you can peek into the payload before the mouse button is released.
IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
IMGUI_API const ImGuiPayload*
GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use
// ImGuiPayload::IsDataType() to test for the payload type.
// Disabling [BETA API]
// - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If
// you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
IMGUI_API void BeginDisabled(bool disabled = true);
IMGUI_API void EndDisabled();
// Clipping
// - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which
// are render only.
IMGUI_API void PushClipRect(const ImVec2& clip_rect_min,
const ImVec2& clip_rect_max,
bool intersect_with_current_clip_rect);
IMGUI_API void PopClipRect();
// Focus, Activation
// - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify
// "this is the default item"
IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
IMGUI_API void SetKeyboardFocusHere(
int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple
// component widget. Use -1 to access previous widget.
// Item/Widgets Utilities and Query Functions
// - Most of the functions are referring to the previous Item that has been submitted.
// - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by
// a popup, etc.). See ImGuiHoveredFlags for more options.
IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will
// continuously return true while holding mouse button on an item. Items that don't
// interact will always return false)
IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
IMGUI_API bool IsItemClicked(
ImGuiMouseButton mouse_button =
0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) &&
// IsItemHovered()Important. (**) this it NOT equivalent to the behavior of e.g. Button(). Read comments in
// function definition.
IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is
// generally the same as the "bool" return value of many widgets.
IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for
// Undo/Redo patterns with widgets that requires continuous editing.
IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it
// was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns
// with widgets that requires continuous editing. Note that you may get
// false positives (some widgets such as Combo()/ListBox()/Selectable()
// will return true even when clicking an already selected item).
IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
IMGUI_API bool IsAnyItemActive(); // is any item active?
IMGUI_API bool IsAnyItemFocused(); // is any item focused?
IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with
// invisible buttons, selectables, etc. to catch unused area.
// Viewports
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main
// platform window" operation mode.
IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
// Miscellaneous Utilities
IMGUI_API bool IsRectVisible(
const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
IMGUI_API bool IsRectVisible(const ImVec2& rect_min,
const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped.
// to perform coarse clipping on user's side.
IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
IMGUI_API ImDrawList* GetBackgroundDrawList(); // get background draw list for the viewport associated to the current
// window. this draw list will be the first rendering one. Useful to
// quickly draw shapes/text behind dear imgui contents.
IMGUI_API ImDrawList*
GetForegroundDrawList(); // get foreground draw list for the viewport associated to the current window. this draw list
// will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
IMGUI_API ImDrawList* GetBackgroundDrawList(
ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first
// rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
IMGUI_API ImDrawList* GetForegroundDrawList(
ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last
// rendered one. Useful to quickly draw shapes/text over dear imgui contents.
IMGUI_API ImDrawListSharedData*
GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
IMGUI_API const char* GetStyleColorName(
ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to
// manipulate it yourself, typically clear subsection of it)
IMGUI_API ImGuiStorage* GetStateStorage();
IMGUI_API void CalcListClipping(
int items_count,
float items_height,
int* out_items_display_start,
int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the
// ImGuiListClipper higher-level helper if you can.
IMGUI_API bool BeginChildFrame(ImGuiID id,
const ImVec2& size,
ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that
// looks like a normal widget frame
IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which
// indicates a collapsed/clipped window)
// Text Utilities
IMGUI_API ImVec2 CalcTextSize(const char* text,
const char* text_end = NULL,
bool hide_text_after_double_hash = false,
float wrap_width = -1.0f);
// Color Utilities
IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
// Inputs Utilities: Keyboard
// - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in
// io.KeysDown[].
// - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index.
IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index].
IMGUI_API bool IsKeyPressed(int user_key_index,
bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses
// io.KeyRepeatDelay / KeyRepeatRate
IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)?
IMGUI_API int GetKeyPressedAmount(
int key_index,
float repeat_delay,
float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is
// small enough that DeltaTime > RepeatRate
IMGUI_API void CaptureKeyboardFromApp(
bool want_capture_keyboard_value =
true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is
// entirely left for your application to handle). e.g. force capture keyboard when your widget is being
// hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after
// the next NewFrame() call.
// Inputs Utilities: Mouse
// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left,
// ImGuiMouseButton_Right.
// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking
// position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
IMGUI_API bool IsMouseClicked(ImGuiMouseButton button,
bool repeat = false); // did mouse button clicked? (went from !Down to Down)
IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
IMGUI_API bool IsMouseDoubleClicked(
ImGuiMouseButton button); // did mouse button double-clicked? (note that a double-click will also report
// IsMouseClicked() == true)
IMGUI_API bool IsMouseHoveringRect(
const ImVec2& r_min,
const ImVec2& r_max,
bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping
// settings, but disregarding of other consideration of focus/window ordering/popup-block.
IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote
// that there is no mouse available
IMGUI_API bool IsAnyMouseDown(); // is any mouse button held?
IMGUI_API ImVec2
GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_API ImVec2
GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into
// (helper to avoid user backing that value themselves)
IMGUI_API bool IsMouseDragging(
ImGuiMouseButton button,
float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
IMGUI_API ImVec2 GetMouseDragDelta(
ImGuiMouseButton button = 0,
float lock_threshold =
-1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just
// released. This is locked and return 0.0f until the mouse moves past a distance threshold at least
// once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated
// during the frame. valid before Render(). If you use software rendering
// by setting io.MouseDrawCursor ImGui will render those for you
IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type
IMGUI_API void CaptureMouseFromApp(
bool want_capture_mouse_value =
true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is
// entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse =
// want_capture_mouse_value;" after the next NewFrame() call.
// Clipboard Utilities
// - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
IMGUI_API const char* GetClipboardText();
IMGUI_API void SetClipboardText(const char* text);
// Settings/.Ini Utilities
// - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
// - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini
// saving manually.
// - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an
// absolute path (e.g. same path as executables).
IMGUI_API void LoadIniSettingsFromDisk(
const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame()
// automatically calls LoadIniSettingsFromDisk(io.IniFilename).
IMGUI_API void LoadIniSettingsFromMemory(
const char* ini_data,
size_t ini_size = 0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data
// from your own data source.
IMGUI_API void SaveIniSettingsToDisk(
const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any
// modification that should be reflected in the .ini file (and also by DestroyContext).
IMGUI_API const char* SaveIniSettingsToMemory(
size_t* out_ini_size =
NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when
// io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
// Debug Utilities
// - This is used by the IMGUI_CHECKVERSION() macro.
IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str,
size_t sz_io,
size_t sz_style,
size_t sz_vec2,
size_t sz_vec4,
size_t sz_drawvert,
size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
// Memory Allocators
// - Those functions are not reliant on the current context.
// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() +
// SetAllocatorFunctions()
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for
// more details.
IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func,
ImGuiMemFreeFunc* p_free_func,
void** p_user_data);
IMGUI_API void* MemAlloc(size_t size);
IMGUI_API void MemFree(void* ptr);
// (Optional) Platform/OS interface for multi-viewport support
// Read comments around the ImGuiPlatformIO structure for more details.
// Note: You may use GetWindowViewport() to get the current viewport of the current window.
IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // platform/renderer functions, for backend to setup + viewports list.
IMGUI_API void
UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each
// secondary viewport, and DestroyWindow for each inactive viewport.
IMGUI_API void RenderPlatformWindowsDefault(
void* platform_render_arg = NULL,
void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for
// each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized
// flag set. May be reimplemented by user for custom rendering needs.
IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend
// Shutdown() if you need to close platform windows before imgui shutdown.
// otherwise will be called by DestroyContext().
IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for backends.
IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(
void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g.
// HWND, MyWindow*, GLFWwindow* etc.)
} // namespace ImGui
//-----------------------------------------------------------------------------
// [SECTION] Flags & Enumerations
//-----------------------------------------------------------------------------
// Flags for ImGui::Begin()
enum ImGuiWindowFlags_
{
ImGuiWindowFlags_None = 0,
ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
ImGuiWindowFlags_NoScrollbar =
1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
ImGuiWindowFlags_NoScrollWithMouse =
1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded
// to the parent unless NoScrollbar is also set.
ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to
// as "window menu button" within a docking node.
ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border.
// Similar as using SetNextWindowBgAlpha(0.0f).
ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through.
ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
ImGuiWindowFlags_HorizontalScrollbar =
1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use
// SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code
// in imgui_demo in the "Horizontal Scrolling" section.
ImGuiWindowFlags_NoFocusOnAppearing =
1 << 12, // Disable taking focus when transitioning from hidden to visible state
ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g.
// clicking on it or programmatically giving it focus)
ImGuiWindowFlags_AlwaysVerticalScrollbar =
1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
ImGuiWindowFlags_AlwaysHorizontalScrollbar =
1 << 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
ImGuiWindowFlags_AlwaysUseWindowPadding =
1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered
// child windows, because more convenient)
ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
ImGuiWindowFlags_NoNavFocus =
1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
ImGuiWindowFlags_UnsavedDocument =
1 << 20, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking
// the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure
// is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
ImGuiWindowFlags_NoDocking = 1 << 21, // Disable docking of this window
ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize |
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
ImGuiWindowFlags_NoInputs =
ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
// [Internal]
ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent border to
// this child (only use on child that have no scrolling!)
ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu()
ImGuiWindowFlags_DockNodeHost = 1 << 29 // Don't use! For internal use by Begin()/NewFrame()
// [Obsolete]
// ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure
// mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
};
// Flags for ImGui::InputText()
enum ImGuiInputTextFlags_
{
ImGuiInputTextFlags_None = 0,
ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
ImGuiInputTextFlags_EnterReturnsTrue =
1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider
// looking at the IsItemDeactivatedAfterEdit() function.
ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling)
ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling)
ImGuiInputTextFlags_CallbackAlways =
1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer.
ImGuiInputTextFlags_CallbackCharFilter =
1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard,
// or return 1 in callback to discard.
ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
ImGuiInputTextFlags_CtrlEnterForNewLine =
1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus
// with Ctrl+Enter, add line with Enter).
ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13, // Overwrite mode
ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
ImGuiInputTextFlags_NoUndoRedo =
1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide
// your own undo/redo stack you need e.g. to call ClearActiveID().
ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
ImGuiInputTextFlags_CallbackResize =
1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the
// string to grow. Notify when the string wants to be resized (for string types which hold a cache of
// their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see
// misc/cpp/imgui_stdlib.h for an example of using this)
ImGuiInputTextFlags_CallbackEdit =
1 << 19 // Callback on any edit (note that InputText() already returns true on edit, the callback is useful
// mainly to manipulate the underlying buffer while focus is active)
// Obsolete names (will be removed soon)
# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
,
ImGuiInputTextFlags_AlwaysInsertMode =
ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
# endif
};
// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
enum ImGuiTreeNodeFlags_
{
ImGuiTreeNodeFlags_None = 0,
ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
ImGuiTreeNodeFlags_NoTreePushOnOpen =
1
<< 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is
// active (by default logging will automatically open tree nodes)
ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
ImGuiTreeNodeFlags_OpenOnArrow =
1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set,
// single-click arrow or double-click all box to open.
ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
ImGuiTreeNodeFlags_FramePadding =
1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular
// widget height. Equivalent to calling AlignTextToFramePadding().
ImGuiTreeNodeFlags_SpanAvailWidth =
1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to
// allow adding other items on the same line. In the future we may refactor the hit system to be
// front-to-back, allowing natural overlaps and then this can become the default.
ImGuiTreeNodeFlags_SpanFullWidth =
1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area).
ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1
<< 13, // (WIP) Nav: left direction may move to this TreeNode() from any
// of its child (items submitted between TreeNode and TreePop)
// ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node
// got just open and contents is not visible
ImGuiTreeNodeFlags_CollapsingHeader =
ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
};
// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
// - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat
// small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1
// instead of 0.
// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default
// parameter and want to another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag.
// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
enum ImGuiPopupFlags_
{
ImGuiPopupFlags_None = 0,
ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always
// be == 0 (same as ImGuiMouseButton_Left)
ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to
// always be == 1 (same as ImGuiMouseButton_Right)
ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to
// always be == 2 (same as ImGuiMouseButton_Middle)
ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
ImGuiPopupFlags_MouseButtonDefault_ = 1,
ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's
// already a popup at the same level of the popup stack
ImGuiPopupFlags_NoOpenOverItems =
1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
ImGuiPopupFlags_AnyPopupLevel =
1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel
};
// Flags for ImGui::Selectable()
enum ImGuiSelectableFlags_
{
ImGuiSelectableFlags_None = 0,
ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
ImGuiSelectableFlags_SpanAllColumns =
1 << 1, // Selectable frame can span all columns (text will still fit in current column)
ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one
};
// Flags for ImGui::BeginCombo()
enum ImGuiComboFlags_
{
ImGuiComboFlags_None = 0,
ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default
ImGuiComboFlags_HeightSmall =
1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use
// SetNextWindowSizeConstraints() prior to calling BeginCombo()
ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default)
ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible
ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular |
ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
};
// Flags for ImGui::BeginTabBar()
enum ImGuiTabBarFlags_
{
ImGuiTabBarFlags_None = 0,
ImGuiTabBarFlags_Reorderable =
1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
ImGuiTabBarFlags_NoCloseWithMiddleMouseButton =
1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button.
// You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2))
// *p_open = false.
ImGuiTabBarFlags_NoTabListScrollingButtons =
1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit
ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
ImGuiTabBarFlags_FittingPolicyMask_ =
ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown
};
// Flags for ImGui::BeginTabItem()
enum ImGuiTabItemFlags_
{
ImGuiTabItemFlags_None = 0,
ImGuiTabItemFlags_UnsavedDocument =
1 << 0, // Display a dot next to the title + tab is selected when clicking the X + closure is not assumed (will
// wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if
// you keep submitting the tab may reappear at end of tab bar.
ImGuiTabItemFlags_SetSelected =
1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
ImGuiTabItemFlags_NoCloseWithMiddleMouseButton =
1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button.
// You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2))
// *p_open = false.
ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
ImGuiTabItemFlags_Leading =
1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
ImGuiTabItemFlags_Trailing =
1 << 7 // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
};
// Flags for ImGui::BeginTable()
// [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
// - Important! Sizing policies have complex and subtle side effects, more so than you would expect.
// Read comments/demos carefully + experiment with live demos to get acquainted with them.
// - The DEFAULT sizing policies are:
// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has
// ImGuiWindowFlags_AlwaysAutoResize.
// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
// - When ScrollX is off:
// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to
// ImGuiTableColumnFlags_WidthStretch with same weight.
// - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
// - Fixed Columns will generally obtain their requested width (unless the table cannot fit them all).
// - Stretch Columns will share the remaining width.
// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two
// TRAILING Stretch columns. (this is because the visible order of columns have subtle but necessary effects on how
// they react to manual resizing).
// - When ScrollX is on:
// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
// - Columns sizing policy allowed: Fixed/Auto mostly.
// - Fixed Columns can be enlarged as needed. Table will show an horizontal scrollbar if needed.
// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment
// e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop.
// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for
// 'inner_width' in BeginTable().
// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed
// Fixed/Stretch columns become meaningful again.
// - Read on documentation at the top of imgui_tables.cpp for details.
enum ImGuiTableFlags_
{
// Features
ImGuiTableFlags_None = 0,
ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns.
ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() +
// TableHeadersRow() to display headers)
ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.
ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see
// ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
ImGuiTableFlags_NoSavedSettings =
1 << 4, // Disable persisting columns order, width and sort settings in the .ini file.
ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context
// menu. By default it is available in TableHeadersRow(). Decorations
ImGuiTableFlags_RowBg =
1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling
// TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows.
ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom.
ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns.
ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides.
ImGuiTableFlags_BordersH =
ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
ImGuiTableFlags_BordersInner =
ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
ImGuiTableFlags_BordersOuter =
ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always
// appears in Headers). -> May move to style
ImGuiTableFlags_NoBordersInBodyUntilResize =
1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always
// appears in Headers). -> May move to style Sizing Policy (read above for defaults)
ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not
// resizable), matching contents width.
ImGuiTableFlags_SizingFixedSame =
2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum
// contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
ImGuiTableFlags_SizingStretchProp =
3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal,
// unless overridden by TableSetupColumn(). Sizing Extra Options
ImGuiTableFlags_NoHostExtendX =
1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when
// ScrollX/ScrollY are disabled and Stretch columns are not used.
ImGuiTableFlags_NoHostExtendY =
1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only
// available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.
ImGuiTableFlags_NoKeepColumnsVisible =
1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not
// recommended if columns are resizable.
ImGuiTableFlags_PreciseWidths =
1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table
// with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of
// columns, resizing will appear to be less smooth. Clipping
ImGuiTableFlags_NoClip =
1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be
// able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze(). Padding
ImGuiTableFlags_PadOuterX =
1 << 21, // Default if BordersOuterV is on. Enable outer-most padding. Generally desirable if you have headers.
ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outer-most padding.
ImGuiTableFlags_NoPadInnerX =
1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner
// padding if BordersOuterV is off). Scrolling
ImGuiTableFlags_ScrollX =
1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the
// container size. Changes default sizing policy. Because this create a child window, ScrollY is
// currently generally recommended when using ScrollX.
ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to
// specify the container size. Sorting
ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column.
// TableGetSortSpecs() may return specs where (SpecsCount > 1).
ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may
// return specs where (SpecsCount == 0).
// [Internal] Combinations and masks
ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame |
ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame
// Obsolete names (will be removed soon)
# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//, ImGuiTableFlags_ColumnsWidthFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_ColumnsWidthStretch =
//ImGuiTableFlags_SizingStretchSame // WIP Tables 2020/12 , ImGuiTableFlags_SizingPolicyFixed =
//ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingPolicyStretch = ImGuiTableFlags_SizingStretchSame // WIP
//Tables 2021/01
# endif
};
// Flags for ImGui::TableSetupColumn()
enum ImGuiTableColumnFlags_
{
// Input configuration flags
ImGuiTableColumnFlags_None = 0,
ImGuiTableColumnFlags_Disabled =
1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling
// TableSetColumnEnabled() which manipulates the user accessible state)
ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column.
ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column.
ImGuiTableColumnFlags_WidthStretch =
1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy
// is _SizingStretchSame or _SizingStretchProp).
ImGuiTableColumnFlags_WidthFixed =
1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing
// policy is _SizingFixedFit and table is resizable).
ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing.
ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other
// columns from crossing over this column.
ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column.
ImGuiTableColumnFlags_NoClip =
1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command).
ImGuiTableColumnFlags_NoSort =
1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.
ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.
ImGuiTableColumnFlags_NoHeaderLabel = 1
<< 12, // TableHeadersRow() will not submit label for this column. Convenient
// for some small columns. Name will still appear in context menu.
ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width.
ImGuiTableColumnFlags_PreferSortAscending =
1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default).
ImGuiTableColumnFlags_PreferSortDescending =
1 << 15, // Make the initial sort direction Descending when first sorting on this column.
ImGuiTableColumnFlags_IndentEnable = 1
<< 16, // Use current Indent value when entering cell (default for column 0).
ImGuiTableColumnFlags_IndentDisable = 1
<< 17, // Ignore current Indent value when entering cell (default for columns
// > 0). Indentation changes _within_ the cell will still be honored.
// Output status flags, read-only via TableGetColumnFlags()
ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide"
// in _DefaultHide and _NoHide) flags.
ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling.
ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs
ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse
// [Internal] Combinations and masks
ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible |
ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
ImGuiTableColumnFlags_NoDirectResize_ =
1 << 30 // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its
// left edge)
// Obsolete names (will be removed soon)
# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// ImGuiTableColumnFlags_WidthAuto = ImGuiTableColumnFlags_WidthFixed |
// ImGuiTableColumnFlags_NoResize, // Column will not stretch and keep resizing based on submitted
// contents.
# endif
};
// Flags for ImGui::TableNextRow()
enum ImGuiTableRowFlags_
{
ImGuiTableRowFlags_None = 0,
ImGuiTableRowFlags_Headers = 1 << 0 // Identify header row (set default background color + width of its contents
// accounted different for auto column width)
};
// Enum for ImGui::TableSetBgColor()
// Background colors are rendering in 3 layers:
// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
// - Layer 2: draw with CellBg color if set.
// The purpose of the two row/columns layers is to let you decide if a background color changes should override or blend
// with the existing color. When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically
// set for odd/even rows. If you set the color of RowBg0 target, your color will override the existing RowBg0 color. If
// you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
enum ImGuiTableBgTarget_
{
ImGuiTableBgTarget_None = 0,
ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when
// ImGuiTableFlags_RowBg is used)
ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
ImGuiTableBgTarget_CellBg = 3 // Set cell background color (top-most color)
};
// Flags for ImGui::IsWindowFocused()
enum ImGuiFocusedFlags_
{
ImGuiFocusedFlags_None = 0,
ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused
ImGuiFocusedFlags_RootWindow =
1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you
// are trying to tell how to dispatch your low-level inputs, do NOT use this.
// Use 'io.WantCaptureMouse' instead! Please read the FAQ!
ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
};
// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use
// 'io.WantCaptureMouse' instead! Please read the FAQ! Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored
// by IsWindowHovered() calls.
enum ImGuiHoveredFlags_
{
ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not
// obstructed by an active popup or modal blocking inputs under them.
ImGuiHoveredFlags_ChildWindows =
1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
ImGuiHoveredFlags_RootWindow =
1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
ImGuiHoveredFlags_AllowWhenBlockedByPopup =
1 << 3, // Return true even if a popup window is normally blocking access to this item/window
// ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally
// blocking access to this item/window. FIXME-TODO: Unavailable yet.
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access
// to this item/window. Useful for Drag and Drop patterns.
ImGuiHoveredFlags_AllowWhenOverlapped =
1 << 6, // Return true even if the position is obstructed or overlapped by another window
ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled
ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup |
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
};
// Flags for ImGui::DockSpace(), shared/inherited by child nodes.
// (Some flags can be applied to individual nodes directly)
// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api.
enum ImGuiDockNodeFlags_
{
ImGuiDockNodeFlags_None = 0,
ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // Shared // Don't display the dockspace node but keep it alive.
// Windows docked into this dockspace node won't be undocked.
// ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // Shared // Disable Central Node (the node which
// can stay empty)
ImGuiDockNodeFlags_NoDockingInCentralNode =
1 << 2, // Shared // Disable docking inside the Central Node, which will be always kept empty.
ImGuiDockNodeFlags_PassthruCentralNode =
1 << 3, // Shared // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background
// covering everything excepted the Central Node when empty. Meaning the host window should probably
// use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let
// inputs pass-through + won't display a DockingEmptyBg background. See demo for details.
ImGuiDockNodeFlags_NoSplit =
1 << 4, // Shared/Local // Disable splitting the node into smaller nodes. Useful e.g. when embedding dockspaces
// into a main root one (the root one may have splitting disabled to reduce confusion). Note: when
// turned off, existing splits will be preserved.
ImGuiDockNodeFlags_NoResize = 1 << 5, // Shared/Local // Disable resizing node using the splitter/separators.
// Useful with programatically setup dockspaces.
ImGuiDockNodeFlags_AutoHideTabBar =
1 << 6 // Shared/Local // Tab bar will automatically hide when there is a single window in the dock node.
};
// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
enum ImGuiDragDropFlags_
{
ImGuiDragDropFlags_None = 0,
// BeginDragDropSource() flags
ImGuiDragDropFlags_SourceNoPreviewTooltip =
1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or
// description of the source contents. This flag disable this behavior.
ImGuiDragDropFlags_SourceNoDisableHover =
1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid
// subsequent user code submitting tooltips. This flag disable this behavior so you can still call
// IsItemHovered() on the source item.
ImGuiDragDropFlags_SourceNoHoldToOpenOthers =
1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while
// dragging a source item.
ImGuiDragDropFlags_SourceAllowNullID =
1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by
// manufacturing a temporary identifier based on their window-relative position. This is extremely
// unusual within the dear imgui ecosystem and so we made it explicit.
ImGuiDragDropFlags_SourceExtern =
1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will
// always return true. Only one Extern source can be active simultaneously.
ImGuiDragDropFlags_SourceAutoExpirePayload =
1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are
// persisting while being dragged)
// AcceptDragDropPayload() flags
ImGuiDragDropFlags_AcceptBeforeDelivery =
1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then
// call IsDelivery() to test if the payload needs to be delivered.
ImGuiDragDropFlags_AcceptNoDrawDefaultRect =
1 << 11, // Do not draw the default highlight rectangle when hovering over target.
ImGuiDragDropFlags_AcceptNoPreviewTooltip =
1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
ImGuiDragDropFlags_AcceptPeekOnly =
ImGuiDragDropFlags_AcceptBeforeDelivery |
ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery.
};
// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with
// '_' are defined by Dear ImGui.
# define IMGUI_PAYLOAD_TYPE_COLOR_3F \
"_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
# define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
// A primary data type
enum ImGuiDataType_
{
ImGuiDataType_S8, // signed char / char (with sensible compilers)
ImGuiDataType_U8, // unsigned char
ImGuiDataType_S16, // short
ImGuiDataType_U16, // unsigned short
ImGuiDataType_S32, // int
ImGuiDataType_U32, // unsigned int
ImGuiDataType_S64, // long long / __int64
ImGuiDataType_U64, // unsigned long long / unsigned __int64
ImGuiDataType_Float, // float
ImGuiDataType_Double, // double
ImGuiDataType_COUNT
};
// A cardinal direction
enum ImGuiDir_
{
ImGuiDir_None = -1,
ImGuiDir_Left = 0,
ImGuiDir_Right = 1,
ImGuiDir_Up = 2,
ImGuiDir_Down = 3,
ImGuiDir_COUNT
};
// A sorting direction
enum ImGuiSortDirection_
{
ImGuiSortDirection_None = 0,
ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
};
// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
enum ImGuiKey_
{
ImGuiKey_Tab,
ImGuiKey_LeftArrow,
ImGuiKey_RightArrow,
ImGuiKey_UpArrow,
ImGuiKey_DownArrow,
ImGuiKey_PageUp,
ImGuiKey_PageDown,
ImGuiKey_Home,
ImGuiKey_End,
ImGuiKey_Insert,
ImGuiKey_Delete,
ImGuiKey_Backspace,
ImGuiKey_Space,
ImGuiKey_Enter,
ImGuiKey_Escape,
ImGuiKey_KeyPadEnter,
ImGuiKey_A, // for text edit CTRL+A: select all
ImGuiKey_C, // for text edit CTRL+C: copy
ImGuiKey_V, // for text edit CTRL+V: paste
ImGuiKey_X, // for text edit CTRL+X: cut
ImGuiKey_Y, // for text edit CTRL+Y: redo
ImGuiKey_Z, // for text edit CTRL+Z: undo
ImGuiKey_COUNT
};
// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by
// user/backend)
enum ImGuiKeyModFlags_
{
ImGuiKeyModFlags_None = 0,
ImGuiKeyModFlags_Ctrl = 1 << 0,
ImGuiKeyModFlags_Shift = 1 << 1,
ImGuiKeyModFlags_Alt = 1 << 2,
ImGuiKeyModFlags_Super = 1 << 3
};
// Gamepad/Keyboard navigation
// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill
// io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. Gamepad: Set io.ConfigFlags |=
// ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[]
// fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). Read instructions in imgui.cpp
// for more details. Download PNG/PSD at http://dearimgui.org/controls_sheets.
enum ImGuiNavInput_
{
// Gamepad Mapping
ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch),
// Space (Keyboard)
ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch),
// Escape (Keyboard)
ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch),
// Return (Keyboard)
ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt
// (Keyboard)
ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down
// (Gamepads), Arrow keys (Keyboard)
ImGuiNavInput_DpadRight, //
ImGuiNavInput_DpadUp, //
ImGuiNavInput_DpadDown, //
ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick
// Left/Right/Up/Down
ImGuiNavInput_LStickRight, //
ImGuiNavInput_LStickUp, //
ImGuiNavInput_LStickDown, //
ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L
// or ZL (Switch)
ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R
// or ZL (Switch)
ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L
// or ZL (Switch)
ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R
// or ZL (Switch)
// [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for
// behaviors that require to differentiate them. Keyboard behavior that have no corresponding gamepad mapping (e.g.
// CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
ImGuiNavInput_KeyRight_, // move right
ImGuiNavInput_KeyUp_, // move up
ImGuiNavInput_KeyDown_, // move down
ImGuiNavInput_COUNT,
ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyLeft_
};
// Configuration flags stored in io.ConfigFlags. Set by user/application.
enum ImGuiConfigFlags_
{
ImGuiConfigFlags_None = 0,
ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will
// automatically fill io.NavInputs[] based on io.KeysDown[].
ImGuiConfigFlags_NavEnableGamepad =
1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui backend to fill
// io.NavInputs[]. Backend also needs to set ImGuiBackendFlags_HasGamepad.
ImGuiConfigFlags_NavEnableSetMousePos =
1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a
// virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you
// MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse
// is jumping around back and forth.
ImGuiConfigFlags_NavNoCaptureKeyboard =
1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows
// ignoring the mouse information set by the backend.
ImGuiConfigFlags_NoMouseCursorChange =
1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes
// are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You
// may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
// [BETA] Docking
ImGuiConfigFlags_DockingEnable = 1 << 6, // Docking enable flags.
// [BETA] Viewports
// When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so
// transition to a viewport won't be noticeable.
ImGuiConfigFlags_ViewportsEnable =
1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports +
// ImGuiBackendFlags_RendererHasViewports set by the respective backends)
ImGuiConfigFlags_DpiEnableScaleViewports =
1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport
// changed (mostly useful for the main viewport hosting other window). Note that resizing the main
// window itself is up to your application.
ImGuiConfigFlags_DpiEnableScaleFonts =
1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very
// low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or
// fonts in the Platform_OnChangedViewport callback, but this is all early work in progress.
// User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects.
// Those flags are not used by core Dear ImGui)
ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse.
};
// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
enum ImGuiBackendFlags_
{
ImGuiBackendFlags_None = 0,
ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.
ImGuiBackendFlags_HasMouseCursors =
1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
ImGuiBackendFlags_HasSetMousePos =
1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used
// if ImGuiConfigFlags_NavEnableSetMousePos is set).
ImGuiBackendFlags_RendererHasVtxOffset =
1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices)
// while still using 16-bit indices.
// [BETA] Viewports
ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports.
ImGuiBackendFlags_HasMouseHoveredViewport =
1 << 11, // Backend Platform supports setting io.MouseHoveredViewport to the viewport directly under the mouse
// _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag and _REGARDLESS_ of whether another
// viewport is focused and may be capturing the mouse. This information is _NOT EASY_ to provide
// correctly with most high-level engines! Don't set this without studying _carefully_ how the
// backends handle ImGuiViewportFlags_NoInputs!
ImGuiBackendFlags_RendererHasViewports = 1 << 12 // Backend Renderer supports multiple viewports.
};
// Enumeration for PushStyleColor() / PopStyleColor()
enum ImGuiCol_
{
ImGuiCol_Text,
ImGuiCol_TextDisabled,
ImGuiCol_WindowBg, // Background of normal windows
ImGuiCol_ChildBg, // Background of child windows
ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
ImGuiCol_Border,
ImGuiCol_BorderShadow,
ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
ImGuiCol_FrameBgHovered,
ImGuiCol_FrameBgActive,
ImGuiCol_TitleBg,
ImGuiCol_TitleBgActive,
ImGuiCol_TitleBgCollapsed,
ImGuiCol_MenuBarBg,
ImGuiCol_ScrollbarBg,
ImGuiCol_ScrollbarGrab,
ImGuiCol_ScrollbarGrabHovered,
ImGuiCol_ScrollbarGrabActive,
ImGuiCol_CheckMark,
ImGuiCol_SliderGrab,
ImGuiCol_SliderGrabActive,
ImGuiCol_Button,
ImGuiCol_ButtonHovered,
ImGuiCol_ButtonActive,
ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
ImGuiCol_HeaderHovered,
ImGuiCol_HeaderActive,
ImGuiCol_Separator,
ImGuiCol_SeparatorHovered,
ImGuiCol_SeparatorActive,
ImGuiCol_ResizeGrip,
ImGuiCol_ResizeGripHovered,
ImGuiCol_ResizeGripActive,
ImGuiCol_Tab,
ImGuiCol_TabHovered,
ImGuiCol_TabActive,
ImGuiCol_TabUnfocused,
ImGuiCol_TabUnfocusedActive,
ImGuiCol_DockingPreview, // Preview overlay color when about to docking something
ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it)
ImGuiCol_PlotLines,
ImGuiCol_PlotLinesHovered,
ImGuiCol_PlotHistogram,
ImGuiCol_PlotHistogramHovered,
ImGuiCol_TableHeaderBg, // Table header background
ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)
ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
ImGuiCol_TableRowBg, // Table row background (even rows)
ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
ImGuiCol_TextSelectedBg,
ImGuiCol_DragDropTarget,
ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
ImGuiCol_COUNT
};
// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
// During initialization or between frames, feel free to just poke into ImGuiStyle directly.
// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual
// members and their description.
// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12
// ("Edit.GoToImplementation") cannot. With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also
// follow symbols in comments.
// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is
// where we link enum values to members offset/type.
enum ImGuiStyleVar_
{
// Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
ImGuiStyleVar_Alpha, // float Alpha
ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha
ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
ImGuiStyleVar_WindowRounding, // float WindowRounding
ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
ImGuiStyleVar_ChildRounding, // float ChildRounding
ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
ImGuiStyleVar_PopupRounding, // float PopupRounding
ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
ImGuiStyleVar_FrameRounding, // float FrameRounding
ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
ImGuiStyleVar_IndentSpacing, // float IndentSpacing
ImGuiStyleVar_CellPadding, // ImVec2 CellPadding
ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
ImGuiStyleVar_GrabMinSize, // float GrabMinSize
ImGuiStyleVar_GrabRounding, // float GrabRounding
ImGuiStyleVar_TabRounding, // float TabRounding
ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
ImGuiStyleVar_COUNT
};
// Flags for InvisibleButton() [extended in imgui_internal.h]
enum ImGuiButtonFlags_
{
ImGuiButtonFlags_None = 0,
ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
// [Internal]
ImGuiButtonFlags_MouseButtonMask_ =
ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft
};
// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
enum ImGuiColorEditFlags_
{
ImGuiColorEditFlags_None = 0,
ImGuiColorEditFlags_NoAlpha =
1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3
// components from the input pointer).
ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square.
ImGuiColorEditFlags_NoOptions =
1
<< 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
ImGuiColorEditFlags_NoSmallPreview = 1
<< 4, // // ColorEdit, ColorPicker: disable color square preview
// next to the inputs. (e.g. to show only the inputs)
ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text
// widgets (e.g. to show only the small preview color square).
ImGuiColorEditFlags_NoTooltip =
1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
ImGuiColorEditFlags_NoLabel =
1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still
// forwarded to the tooltip and picker).
ImGuiColorEditFlags_NoSidePreview =
1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small
// color square preview instead.
ImGuiColorEditFlags_NoDragDrop =
1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
ImGuiColorEditFlags_NoBorder =
1 << 10, // // ColorButton: disable border (which is enforced by default)
// User Options (right-click on widget to change some of them).
ImGuiColorEditFlags_AlphaBar =
1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
ImGuiColorEditFlags_AlphaPreview =
1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a
// checkerboard, instead of opaque.
ImGuiColorEditFlags_AlphaPreviewHalf = 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display
// half opaque / half checkerboard, instead of opaque.
ImGuiColorEditFlags_HDR =
1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note:
// you probably want to use ImGuiColorEditFlags_Float flag as well).
ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex.
// ColorPicker: select any combination using one or more of RGB/HSV/Hex.
ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
ImGuiColorEditFlags_Uint8 =
1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
ImGuiColorEditFlags_Float =
1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f
// floats instead of 0..255 integers. No round-trip of value via integers.
ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
ImGuiColorEditFlags_PickerHueWheel = 1
<< 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
ImGuiColorEditFlags_InputRGB =
1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
ImGuiColorEditFlags_InputHSV =
1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
// Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably
// don't want to override them in most of your calls. Let the user choose via the option menu and/or call
// SetColorEditOptions() once during startup.
ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB |
ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
// [Internal] Masks
ImGuiColorEditFlags_DisplayMask_ =
ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV
// Obsolete names (will be removed)
# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
,
ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB,
ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV,
ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
# endif
};
// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it
// easier to swap them.
enum ImGuiSliderFlags_
{
ImGuiSliderFlags_None = 0,
ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By
// default CTRL+Click allows going out of bounds.
ImGuiSliderFlags_Logarithmic =
1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with
// this if using a format-string with small amount of digits.
ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display
// format string (e.g. %.3f values are rounded to those 3 digits)
ImGuiSliderFlags_NoInput =
1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget
ImGuiSliderFlags_InvalidMask_ =
0x7000000F // [Internal] We treat using those bits as being potentially a 'float power' argument from the
// previous API that has got miscast to this enum, and will trigger an assert if needed.
// Obsolete names (will be removed)
# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
,
ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp // [renamed in 1.79]
# endif
};
// Identify a mouse button.
// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
enum ImGuiMouseButton_
{
ImGuiMouseButton_Left = 0,
ImGuiMouseButton_Right = 1,
ImGuiMouseButton_Middle = 2,
ImGuiMouseButton_COUNT = 5
};
// Enumeration for GetMouseCursor()
// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors
// that are marked unused here
enum ImGuiMouseCursor_
{
ImGuiMouseCursor_None = -1,
ImGuiMouseCursor_Arrow = 0,
ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border
ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
ImGuiMouseCursor_COUNT
};
// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions
// Represent a condition.
// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above
// treat 0 as a shortcut to ImGuiCond_Always.
enum ImGuiCond_
{
ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
ImGuiCond_Always = 1 << 0, // No condition (always set the variable)
ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
ImGuiCond_FirstUseEver =
1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
ImGuiCond_Appearing =
1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
};
//-----------------------------------------------------------------------------
// [SECTION] Helpers: Memory allocations macros, ImVector<>
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
// Defining a custom placement new() with a custom parameter allows us to bypass including <new> which on some platforms
// complains when user has disabled exceptions.
//-----------------------------------------------------------------------------
struct ImNewWrapper
{};
inline void* operator new(size_t, ImNewWrapper, void* ptr)
{
return ptr;
}
inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new()
# define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
# define IM_FREE(_PTR) ImGui::MemFree(_PTR)
# define IM_PLACEMENT_NEW(_PTR) new (ImNewWrapper(), _PTR)
# define IM_NEW(_TYPE) new (ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
template <typename T>
void IM_DELETE(T* p)
{
if (p)
{
p->~T();
ImGui::MemFree(p);
}
}
//-----------------------------------------------------------------------------
// ImVector<>
// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug
// enabled are absurdly slow, we bypass it so our code runs fast in debug).
//-----------------------------------------------------------------------------
// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our
// public structures are relying on it.
// - We use std-like naming convention here, which is a little unusual for this codebase.
// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally
// recycle allocated buffers across frames and amortize our costs.
// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is
// intentional but be extra mindful of that,
// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can
// be safely initialized by a zero-memset.
//-----------------------------------------------------------------------------
IM_MSVC_RUNTIME_CHECKS_OFF
template <typename T>
struct ImVector
{
int Size;
int Capacity;
T* Data;
// Provide standard typedefs but we don't use them ourselves.
typedef T value_type;
typedef value_type* iterator;
typedef const value_type* const_iterator;
// Constructors, destructor
inline ImVector()
{
Size = Capacity = 0;
Data = NULL;
}
inline ImVector(const ImVector<T>& src)
{
Size = Capacity = 0;
Data = NULL;
operator =(src);
}
inline ImVector<T>& operator=(const ImVector<T>& src)
{
clear();
resize(src.Size);
memcpy(Data, src.Data, (size_t)Size * sizeof(T));
return *this;
}
inline ~ImVector()
{
if (Data)
IM_FREE(Data);
} // Important: does not destruct anything
inline void clear()
{
if (Data)
{
Size = Capacity = 0;
IM_FREE(Data);
Data = NULL;
}
} // Important: does not destruct anything
inline void clear_delete()
{
for (int n = 0; n < Size; n++)
IM_DELETE(Data[n]);
clear();
} // Important: never called automatically! always explicit.
inline void clear_destruct()
{
for (int n = 0; n < Size; n++)
Data[n].~T();
clear();
} // Important: never called automatically! always explicit.
inline bool empty() const { return Size == 0; }
inline int size() const { return Size; }
inline int size_in_bytes() const { return Size * (int)sizeof(T); }
inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); }
inline int capacity() const { return Capacity; }
inline T& operator[](int i)
{
IM_ASSERT(i >= 0 && i < Size);
return Data[i];
}
inline const T& operator[](int i) const
{
IM_ASSERT(i >= 0 && i < Size);
return Data[i];
}
inline T* begin() { return Data; }
inline const T* begin() const { return Data; }
inline T* end() { return Data + Size; }
inline const T* end() const { return Data + Size; }
inline T& front()
{
IM_ASSERT(Size > 0);
return Data[0];
}
inline const T& front() const
{
IM_ASSERT(Size > 0);
return Data[0];
}
inline T& back()
{
IM_ASSERT(Size > 0);
return Data[Size - 1];
}
inline const T& back() const
{
IM_ASSERT(Size > 0);
return Data[Size - 1];
}
inline void swap(ImVector<T>& rhs)
{
int rhs_size = rhs.Size;
rhs.Size = Size;
Size = rhs_size;
int rhs_cap = rhs.Capacity;
rhs.Capacity = Capacity;
Capacity = rhs_cap;
T* rhs_data = rhs.Data;
rhs.Data = Data;
Data = rhs_data;
}
inline int _grow_capacity(int sz) const
{
int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8;
return new_capacity > sz ? new_capacity : sz;
}
inline void resize(int new_size)
{
if (new_size > Capacity)
reserve(_grow_capacity(new_size));
Size = new_size;
}
inline void resize(int new_size, const T& v)
{
if (new_size > Capacity)
reserve(_grow_capacity(new_size));
if (new_size > Size)
for (int n = Size; n < new_size; n++)
memcpy(&Data[n], &v, sizeof(v));
Size = new_size;
}
inline void shrink(int new_size)
{
IM_ASSERT(new_size <= Size);
Size = new_size;
} // Resize a vector to a smaller size, guaranteed not to cause a reallocation
inline void reserve(int new_capacity)
{
if (new_capacity <= Capacity)
return;
T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T));
if (Data)
{
memcpy(new_data, Data, (size_t)Size * sizeof(T));
IM_FREE(Data);
}
Data = new_data;
Capacity = new_capacity;
}
// NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself!
// e.g. v.push_back(v[10]) is forbidden.
inline void push_back(const T& v)
{
if (Size == Capacity)
reserve(_grow_capacity(Size + 1));
memcpy(&Data[Size], &v, sizeof(v));
Size++;
}
inline void pop_back()
{
IM_ASSERT(Size > 0);
Size--;
}
inline void push_front(const T& v)
{
if (Size == 0)
push_back(v);
else
insert(Data, v);
}
inline T* erase(const T* it)
{
IM_ASSERT(it >= Data && it < Data + Size);
const ptrdiff_t off = it - Data;
memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T));
Size--;
return Data + off;
}
inline T* erase(const T* it, const T* it_last)
{
IM_ASSERT(it >= Data && it < Data + Size && it_last > it && it_last <= Data + Size);
const ptrdiff_t count = it_last - it;
const ptrdiff_t off = it - Data;
memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T));
Size -= (int)count;
return Data + off;
}
inline T* erase_unsorted(const T* it)
{
IM_ASSERT(it >= Data && it < Data + Size);
const ptrdiff_t off = it - Data;
if (it < Data + Size - 1)
memcpy(Data + off, Data + Size - 1, sizeof(T));
Size--;
return Data + off;
}
inline T* insert(const T* it, const T& v)
{
IM_ASSERT(it >= Data && it <= Data + Size);
const ptrdiff_t off = it - Data;
if (Size == Capacity)
reserve(_grow_capacity(Size + 1));
if (off < (int)Size)
memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T));
memcpy(&Data[off], &v, sizeof(v));
Size++;
return Data + off;
}
inline bool contains(const T& v) const
{
const T* data = Data;
const T* data_end = Data + Size;
while (data < data_end)
if (*data++ == v)
return true;
return false;
}
inline T* find(const T& v)
{
T* data = Data;
const T* data_end = Data + Size;
while (data < data_end)
if (*data == v)
break;
else
++data;
return data;
}
inline const T* find(const T& v) const
{
const T* data = Data;
const T* data_end = Data + Size;
while (data < data_end)
if (*data == v)
break;
else
++data;
return data;
}
inline bool find_erase(const T& v)
{
const T* it = find(v);
if (it < Data + Size)
{
erase(it);
return true;
}
return false;
}
inline bool find_erase_unsorted(const T& v)
{
const T* it = find(v);
if (it < Data + Size)
{
erase_unsorted(it);
return true;
}
return false;
}
inline int index_from_ptr(const T* it) const
{
IM_ASSERT(it >= Data && it < Data + Size);
const ptrdiff_t off = it - Data;
return (int)off;
}
};
IM_MSVC_RUNTIME_CHECKS_RESTORE
//-----------------------------------------------------------------------------
// [SECTION] ImGuiStyle
//-----------------------------------------------------------------------------
// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
//-----------------------------------------------------------------------------
struct ImGuiStyle
{
float Alpha; // Global alpha applies to everything in Dear ImGui.
float
DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
ImVec2 WindowPadding; // Padding within a window.
float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values
// tend to lead to variety of artifacts and are not recommended.
float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not
// well tested and more CPU/GPU costly).
ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual
// windows, use SetNextWindowSizeConstraints().
ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically
// centered.
ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right).
// Defaults to ImGuiDir_Left.
float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values
// are not well tested and more CPU/GPU costly).
float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other
// values are not well tested and more CPU/GPU costly).
ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets).
float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most
// widgets).
float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not
// well tested and more CPU/GPU costly).
ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a
// slider and its label).
ImVec2 CellPadding; // Padding within a table cell
ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not
// accurate enough. Unfortunately we don't sort widgets so priority on overlap will
// always be given to the first widget. So don't grow this too much!
float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize +
// FramePadding.x*2).
float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
float ScrollbarRounding; // Radius of grab corners for scrollbar.
float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
float TabBorderSize; // Thickness of border around tabs.
float TabMinWidthForCloseButton; // Minimum width for close button to appears on an unselected tab when hovered.
// Set to 0.0f to always show when hovering, set to FLT_MAX to never show close
// button unless selected.
ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to
// ImGuiDir_Right.
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f)
// (centered).
ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's
// generally important to keep this left-aligned if you want to lay multiple items on a
// same line.
ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at
// least this amount. Only applies to regular windows.
ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area
// padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring
// your TV sets correctly!
float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply
// per-monitor DPI scaling over this scale. May be removed later.
bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at
// the beginning of the frame (copied to ImDrawList).
bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to
// render with bilinear filtering. Latched at the beginning of the frame (copied to
// ImDrawList).
bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.).
// Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied
// to ImDrawList).
float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of
// segments. Decrease for highly tessellated curves (higher quality, more polygons),
// increase to reduce quality.
float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or
// drawing rounded corner rectangles with no explicit segment count specified.
// Decrease for higher quality but more geometry.
ImVec4 Colors[ImGuiCol_COUNT];
IMGUI_API ImGuiStyle();
IMGUI_API void ScaleAllSizes(float scale_factor);
};
//-----------------------------------------------------------------------------
// [SECTION] ImGuiIO
//-----------------------------------------------------------------------------
// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
//-----------------------------------------------------------------------------
struct ImGuiIO
{
//------------------------------------------------------------------
// Configuration (fill once) // Default value
//------------------------------------------------------------------
ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application.
// Gamepad/keyboard navigation options, etc.
ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx
// files or custom backend) to communicate features supported by the backend.
ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size)
float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to
// current working dir!). Set NULL to disable automatic .ini loading/saving or if you want
// to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no
// file is specified).
float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in
// pixels.
float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which
// represent your "native" keyboard state.
float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds
// (for buttons in Repeat mode, etc.).
float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
void* UserData; // = NULL // Store your own data for retrieval by callbacks.
ImFontAtlas*
Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
float FontGlobalScale; // = 1.0f // Global scale all fonts
bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window
// coordinates are different from framebuffer coordinates. This generally ends up
// in ImDrawData::FramebufferScale.
// Docking options (when ImGuiConfigFlags_DockingEnable is set)
bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is
// limited to merging multiple windows together into tab-bars.
bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with
// auto-sizing and general overhead] Make every single floating window display
// within a docking node.
bool ConfigDockingTransparentPayload; // = false // [BETA] Make window or viewport transparent when
// docking and only display docking boxes on the target viewport. Useful if
// rendering of multiple viewport cannot be synced. Best used with
// ConfigViewportsNoAutoMerge.
// Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their
// own viewport. Otherwise, they are merged into the main host viewports when
// overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual
// viewport.
bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary
// viewports. When a viewport doesn't want a task bar icon,
// ImGuiViewportFlags_NoTaskBarIcon will be set on it.
bool ConfigViewportsNoDecoration; // = true // Disable default OS window decoration flag for secondary
// viewports. When a viewport doesn't want window decorations,
// ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can
// create subsequent issues at OS levels (e.g. minimum window size).
bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for
// secondary viewports. By default, viewports are marked with ParentViewportId
// = <main_viewport>, expecting the platform backend to setup a parent/child
// relationship between the OS windows (some backend may ignore this). Set to
// true if you want the default to be 0, then all viewports will be top-level
// OS windows.
// Miscellaneous options
bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform
// without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is
// frequently used by backend implementations.
bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead
// of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using
// Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting
// whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it
// to be distracting).
bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with
// a simple mouse click-release (without moving). Not desirable on devices without
// a keyboard.
bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the
// lower-left corner. This requires (io.BackendFlags &
// ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback.
// (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on
// their title bar. Does not apply to windows without a title bar.
float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory
// buffers when unused. Set to -1.0f to disable.
//------------------------------------------------------------------
// Platform Functions
// (the imgui_impl_xxxx backend files are setting those up for you)
//------------------------------------------------------------------
// Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for
// backend/wrappers to store their own stuff.
const char* BackendPlatformName; // = NULL
const char* BackendRendererName; // = NULL
void* BackendPlatformUserData; // = NULL // User data for platform backend
void* BackendRendererUserData; // = NULL // User data for renderer backend
void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend
// Optional: Access OS clipboard
// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS
// clipboard on other architectures)
const char* (*GetClipboardTextFn)(void* user_data);
void (*SetClipboardTextFn)(void* user_data, const char* text);
void* ClipboardUserData;
//------------------------------------------------------------------
// Input - Fill before calling NewFrame()
//------------------------------------------------------------------
ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on
// another screen, etc.)
bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui
// mostly uses left and right buttons. Others buttons allows us to track if the mouse is being
// used by your application + available to user as a convenience via IsMouse** API.
float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be
// filled by all backends.
ImGuiID MouseHoveredViewport; // (Optional) When using multiple viewports: viewport the OS mouse cursor is hovering
// _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag, and _REGARDLESS_
// of whether another viewport is focused. Set io.BackendFlags |=
// ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you
// don't imgui will infer the value using the rectangles and last focused time of the
// viewports it knows about (ignoring other OS windows).
bool KeyCtrl; // Keyboard modifier pressed: Control
bool KeyShift; // Keyboard modifier pressed: Shift
bool KeyAlt; // Keyboard modifier pressed: Alt
bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to
// keyboard keys, so you can use your own defines/enums for keys).
float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be
// auto-mapped and be written here by NewFrame().
// Functions
IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input
IMGUI_API void AddInputCharacterUTF16(
ImWchar16 c); // Queue new character input from an UTF-16 character, it can be a surrogate
IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string
IMGUI_API void AddFocusEvent(
bool focused); // Notifies Dear ImGui when hosting platform windows lose or gain input focus
IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually
IMGUI_API void ClearInputKeys(); // [Internal] Release all keys
//------------------------------------------------------------------
// Output - Updated by NewFrame() or EndFrame()/Render()
// (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
// generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
//------------------------------------------------------------------
bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main
// game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked
// mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui
// window, etc.).
bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to
// your main game/application (either way, always pass keyboard inputs to imgui). (e.g.
// InputText active, or an imgui window is focused and navigation is enabled, etc.).
bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui
// when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set
// only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to
// notify your application that you can call SaveIniSettingsToMemory() and save yourself.
// Important: clear io.WantSaveIniSettings yourself after saving!
bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window
// is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
float Framerate; // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling
// average estimation based on io.DeltaTime over 120 frames.
int MetricsRenderVertices; // Vertices output during last call to Render()
int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
int MetricsRenderWindows; // Number of visible windows
int MetricsActiveWindows; // Number of active windows
int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current
// context. May be off if you have multiple imgui contexts.
ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid
// (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
//------------------------------------------------------------------
// [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
//------------------------------------------------------------------
ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags),
// updated by NewFrame()
ImGuiKeyModFlags KeyModsPrev; // Previous key mods
ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in
// case either position is invalid)
ImVec2 MouseClickedPos[5]; // Position at time of clicking
double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
bool MouseClicked[5]; // Mouse button went from !Down to Down
bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
bool MouseReleased[5]; // Mouse button went from Down to !Down
bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window. We don't request mouse capture
// from the application if click started outside ImGui bounds.
bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click
float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from
// the clicking point
float
MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
float KeysDownDurationPrev[512]; // Previous duration the key has been down
float NavInputsDownDuration[ImGuiNavInput_COUNT];
float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper
// storage currently unused by Dear ImGui.
bool AppFocusLost;
ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16
ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using
// AddInputCharacter() helper.
IMGUI_API ImGuiIO();
};
//-----------------------------------------------------------------------------
// [SECTION] Misc data structures
//-----------------------------------------------------------------------------
// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is
// used. The callback function should return 0 by default. Callbacks (follow a flag name and see comments in
// ImGuiInputTextFlags_ declarations for more details)
// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on
// edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify
// 'EventChar' to replace or discard, or return 1 in callback to discard.
// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter
// value), allowing the string to grow.
struct ImGuiInputTextCallbackData
{
ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
void* UserData; // What user passed to InputText() // Read-only
// Arguments for the different callback events
// - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars()
// will take care of calling the resize callback if necessary.
// - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of
// 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to
// true so InputText can update its internal state.
ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with
// another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;
ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer /
// [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always]
// Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()
int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include
// zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1
bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
int CursorPos; // // Read-write // [Completion,History,Always]
int SelectionStart; // // Read-write // [Completion,History,Always] == to
// SelectionEnd when no selection)
int SelectionEnd; // // Read-write // [Completion,History,Always]
// Helper functions for text manipulation.
// Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
IMGUI_API ImGuiInputTextCallbackData();
IMGUI_API void DeleteChars(int pos, int bytes_count);
IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
void SelectAll()
{
SelectionStart = 0;
SelectionEnd = BufTextLen;
}
void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
bool HasSelection() const { return SelectionStart != SelectionEnd; }
};
// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called
// during the next Begin(). NB: For basic min/max size constraint on each axis you don't need to use the callback! The
// SetNextWindowSizeConstraints() parameters are enough.
struct ImGuiSizeCallbackData
{
void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints()
ImVec2 Pos; // Read-only. Window position, for reference.
ImVec2 CurrentSize; // Read-only. Current window size.
ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain
// resizing.
};
// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions.
// Important: the content of this class is still highly WIP and likely to change and be refactored
// before we stabilize Docking features. Please be mindful if using this.
// Provide hints:
// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.)
// - To the platform backend for OS level parent/child relationships of viewport.
// - To the docking system for various options and filtering.
struct ImGuiWindowClass
{
ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with
// each others.
ImGuiID ParentViewportId; // Hint for the platform backend. If non-zero, the platform backend can create a
// parent<>child relationship between the platform windows. Not conforming backends are
// free to e.g. parent every viewport to the main viewport or not.
ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport.
// This allows you to enforce OS decoration or task bar icon, override
// the defaults on a per-window basis.
ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a
// viewport. This allows you to enforce OS decoration or task bar
// icon, override the defaults on a per-window basis.
ImGuiTabItemFlags TabItemFlagsOverrideSet; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets
// submitted into a dock node tab bar. May use with
// ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing.
ImGuiDockNodeFlags DockNodeFlagsOverrideSet; // [EXPERIMENTAL] Dock node flags to set when a window of this class
// is hosted by a dock node (it doesn't have to be selected!)
bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own
// docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar)
bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed
// window. // FIXME-DOCK: Move to DockNodeFlags override?
ImGuiWindowClass()
{
memset(this, 0, sizeof(*this));
DockingAllowUnclassed = true;
}
};
// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
struct ImGuiPayload
{
// Members
void* Data; // Data (copied and owned by dear imgui)
int DataSize; // Data size
// [Internal]
ImGuiID SourceId; // Source item id
ImGuiID SourceParentId; // Source parent id (if available)
int DataFrameCount; // Data timestamp
char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max)
bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb:
// handle overlapping drag targets)
bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
ImGuiPayload() { Clear(); }
void Clear()
{
SourceId = SourceParentId = 0;
Data = NULL;
DataSize = 0;
memset(DataType, 0, sizeof(DataType));
DataFrameCount = -1;
Preview = Delivery = false;
}
bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
bool IsPreview() const { return Preview; }
bool IsDelivery() const { return Delivery; }
};
// Sorting specification for one column of a table (sizeof == 12 bytes)
struct ImGuiTableColumnSortSpecs
{
ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
ImS16 ColumnIndex; // Index of the column
ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted
// on a single criteria will always have a 0 here)
ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use
// this or SortSign, whichever is more convenient for your sort function)
ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }
};
// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
// Obtained by calling TableGetSortSpecs().
// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or
// the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every
// frame!
struct ImGuiTableSortSpecs
{
const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array.
int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0
// when ImGuiTableFlags_SortTristate is enabled.
bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the
// flag.
ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); }
};
//-----------------------------------------------------------------------------
// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
//-----------------------------------------------------------------------------
// Helper: Unicode defines
# define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value).
# ifdef IMGUI_USE_WCHAR32
# define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build.
# else
# define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.
# endif
// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within
// deep-nested code that runs multiple times every frame. Usage: static ImGuiOnceUponAFrame oaf; if (oaf)
// ImGui::Text("This will be called only once per frame");
struct ImGuiOnceUponAFrame
{
ImGuiOnceUponAFrame() { RefFrame = -1; }
mutable int RefFrame;
operator bool() const
{
int current_frame = ImGui::GetFrameCount();
if (RefFrame == current_frame)
return false;
RefFrame = current_frame;
return true;
}
};
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
struct ImGuiTextFilter
{
IMGUI_API ImGuiTextFilter(const char* default_filter = "");
IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
IMGUI_API void Build();
void Clear()
{
InputBuf[0] = 0;
Build();
}
bool IsActive() const { return !Filters.empty(); }
// [Internal]
struct ImGuiTextRange
{
const char* b;
const char* e;
ImGuiTextRange() { b = e = NULL; }
ImGuiTextRange(const char* _b, const char* _e)
{
b = _b;
e = _e;
}
bool empty() const { return b == e; }
IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;
};
char InputBuf[256];
ImVector<ImGuiTextRange> Filters;
int CountGrep;
};
// Helper: Growable text buffer for logging/accumulating text
// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
struct ImGuiTextBuffer
{
ImVector<char> Buf;
IMGUI_API static char EmptyString[1];
ImGuiTextBuffer() {}
inline char operator[](int i) const
{
IM_ASSERT(Buf.Data != NULL);
return Buf.Data[i];
}
const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
const char* end() const
{
return Buf.Data ? &Buf.back() : EmptyString;
} // Buf is zero-terminated, so end() will point on the zero-terminator
int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
bool empty() const { return Buf.Size <= 1; }
void clear() { Buf.clear(); }
void reserve(int capacity) { Buf.reserve(capacity); }
const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
IMGUI_API void append(const char* str, const char* str_end = NULL);
IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
};
// Helper: Key->Value storage
// Typically you don't have to worry about this since a storage is held within each Window.
// We use it to e.g. store collapse state for a tree (Int 0/1)
// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to
// user interactions aka max once a frame) You can use it as custom user storage for temporary values. Declare your own
// storage if, for example:
// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to
// store their state).
// - You want to store custom debug data easily without adding or editing structures in your code (probably not
// efficient, but convenient) Types are NOT stored, so it is up to you to make sure your Key don't collide with
// different types.
struct ImGuiStorage
{
// [Internal]
struct ImGuiStoragePair
{
ImGuiID key;
union
{
int val_i;
float val_f;
void* val_p;
};
ImGuiStoragePair(ImGuiID _key, int _val_i)
{
key = _key;
val_i = _val_i;
}
ImGuiStoragePair(ImGuiID _key, float _val_f)
{
key = _key;
val_f = _val_f;
}
ImGuiStoragePair(ImGuiID _key, void* _val_p)
{
key = _key;
val_p = _val_p;
}
};
ImVector<ImGuiStoragePair> Data;
// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
// - Set***() functions find pair, insertion on demand if missing.
// - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
void Clear() { Data.clear(); }
IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
IMGUI_API void SetInt(ImGuiID key, int val);
IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
IMGUI_API void SetBool(ImGuiID key, bool val);
IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
IMGUI_API void SetFloat(ImGuiID key, float val);
IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
// - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do
// Get+Set.
// - References are only valid until a new value is added to the storage. Calling a Set***() function or a
// Get***Ref() function invalidates the pointer.
// - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue
// session if you can't modify existing struct)
// float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
// Use on your own storage if you know only integer are being stored (open/close all tree nodes)
IMGUI_API void SetAllInt(int val);
// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then
// sort once.
IMGUI_API void BuildSortByKey();
};
// Helper: Manually clip large list of items.
// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse
// clipping based on visibility to save yourself from processing those items at all.
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we
// have skipped. (Dear ImGui already clip items based on their bounds but it needs to measure text size to do so,
// whereas manual coarse clipping before submission makes this cost and your own data fetching/submission cost almost
// null) Usage:
// ImGuiListClipper clipper;
// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
// while (clipper.Step())
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
// ImGui::Text("line number %d", i);
// Generally what happens is:
// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or
// not.
// - User code submit one element.
// - Clipper can measure the height of the first element
// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the
// cursor before the first visible element.
// - User code submit visible elements.
struct ImGuiListClipper
{
int DisplayStart;
int DisplayEnd;
// [Internal]
int ItemsCount;
int StepNo;
int ItemsFrozen;
float ItemsHeight;
float StartPosY;
IMGUI_API ImGuiListClipper();
IMGUI_API ~ImGuiListClipper();
// items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in
// the final step) items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the
// distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you
// passed 'items_count' or by Step() in Step 1.
IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can
// process/draw those items.
# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
inline ImGuiListClipper(int items_count, float items_height = -1.0f)
{
memset(this, 0, sizeof(*this));
ItemsCount = -1;
Begin(items_count, items_height);
} // [removed in 1.79]
# endif
};
// Helpers macros to generate 32-bit encoded colors
# ifdef IMGUI_USE_BGRA_PACKED_COLOR
# define IM_COL32_R_SHIFT 16
# define IM_COL32_G_SHIFT 8
# define IM_COL32_B_SHIFT 0
# define IM_COL32_A_SHIFT 24
# define IM_COL32_A_MASK 0xFF000000
# else
# define IM_COL32_R_SHIFT 0
# define IM_COL32_G_SHIFT 8
# define IM_COL32_B_SHIFT 16
# define IM_COL32_A_SHIFT 24
# define IM_COL32_A_MASK 0xFF000000
# endif
# define IM_COL32(R, G, B, A) \
(((ImU32)(A) << IM_COL32_A_SHIFT) | ((ImU32)(B) << IM_COL32_B_SHIFT) | ((ImU32)(G) << IM_COL32_G_SHIFT) | \
((ImU32)(R) << IM_COL32_R_SHIFT))
# define IM_COL32_WHITE IM_COL32(255, 255, 255, 255) // Opaque white = 0xFFFFFFFF
# define IM_COL32_BLACK IM_COL32(0, 0, 0, 255) // Opaque black
# define IM_COL32_BLACK_TRANS IM_COL32(0, 0, 0, 0) // Transparent black = 0x00000000
// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32
// or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.
struct ImColor
{
ImVec4 Value;
ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }
ImColor(int r, int g, int b, int a = 255)
{
float sc = 1.0f / 255.0f;
Value.x = (float)r * sc;
Value.y = (float)g * sc;
Value.z = (float)b * sc;
Value.w = (float)a * sc;
}
ImColor(ImU32 rgba)
{
float sc = 1.0f / 255.0f;
Value.x = (float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * sc;
Value.y = (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * sc;
Value.z = (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * sc;
Value.w = (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * sc;
}
ImColor(float r, float g, float b, float a = 1.0f)
{
Value.x = r;
Value.y = g;
Value.z = b;
Value.w = a;
}
ImColor(const ImVec4& col) { Value = col; }
inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
inline operator ImVec4() const { return Value; }
// FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
inline void SetHSV(float h, float s, float v, float a = 1.0f)
{
ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z);
Value.w = a;
}
static ImColor HSV(float h, float s, float v, float a = 1.0f)
{
float r, g, b;
ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b);
return ImColor(r, g, b, a);
}
};
//-----------------------------------------------------------------------------
// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags,
// ImDrawList, ImDrawData) Hold a series of drawing commands. The user provides a renderer for ImDrawData which
// essentially contains an array of ImDrawList.
//-----------------------------------------------------------------------------
// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable
// baking.
# ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
# define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63)
# endif
// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
// you can poke into the draw list for that! Draw callback may be useful for example to:
// A) Change your GPU render state,
// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list,
// cmd); } else { RenderTriangles() }' If you want to override the signature of ImDrawCallback, you can simply use e.g.
// '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly.
# ifndef ImDrawCallback
typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
# endif
// Special Draw callback value to request renderer backend to reset the graphics/render state.
// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this
// address. This is useful for example if you submitted callbacks which you know have altered the render state and you
// want it to be restored. It is not done by default because they are many perfectly useful way of altering render state
// for imgui contents (e.g. changing shader/blending settings before an Image call).
# define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1)
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
// - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
// those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
// Pre-1.71 backends will typically ignore the VtxOffset/IdxOffset fields.
// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
struct ImDrawCmd
{
ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping
// rectangle in "viewport" coordinates
ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or
// passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0,
// otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
unsigned int IdxOffset; // 4 // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are
// stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect
// and texture_id will be set normally.
void* UserCallbackData; // 4-8 // The draw callback code can access this.
ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
// Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as
// 'TextureId' (we will change this function for an upcoming feature)
inline ImTextureID GetTexID() const { return TextureId; }
};
// Vertex index, default to 16-bit
// To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle
// ImDrawCmd::VtxOffset in the renderer backend (recommended). To use 32-bit indices: override with '#define ImDrawIdx
// unsigned int' in imconfig.h.
# ifndef ImDrawIdx
typedef unsigned short ImDrawIdx;
# endif
// Vertex layout
# ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
struct ImDrawVert
{
ImVec2 pos;
ImVec2 uv;
ImU32 col;
};
# else
// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add
// other fields as needed to simplify integration in your engine. The type has to be described within the macro (you can
// either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd
// want to set your type up. NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD
// WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER
// OR TO IGNORE THEM.
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
# endif
// [Internal] For use by ImDrawList
struct ImDrawCmdHeader
{
ImVec4 ClipRect;
ImTextureID TextureId;
unsigned int VtxOffset;
};
// [Internal] For use by ImDrawListSplitter
struct ImDrawChannel
{
ImVector<ImDrawCmd> _CmdBuffer;
ImVector<ImDrawIdx> _IdxBuffer;
};
// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
struct ImDrawListSplitter
{
int _Current; // Current channel number (0)
int _Count; // Number of active channels (1+)
ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); }
inline ~ImDrawListSplitter() { ClearFreeMemory(); }
inline void Clear()
{
_Current = 0;
_Count = 1;
} // Do not clear Channels[] so our allocations are reused next frame
IMGUI_API void ClearFreeMemory();
IMGUI_API void Split(ImDrawList* draw_list, int count);
IMGUI_API void Merge(ImDrawList* draw_list);
IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
};
// Flags for ImDrawList functions
// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool.
// Bits 1..3 must be unused)
enum ImDrawFlags_
{
ImDrawFlags_None = 0,
ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this
// is always == 1 for legacy reason)
ImDrawFlags_RoundCornersTopLeft =
1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f,
// we default to all corners). Was 0x01.
ImDrawFlags_RoundCornersTopRight =
1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f,
// we default to all corners). Was 0x02.
ImDrawFlags_RoundCornersBottomLeft =
1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding >
// 0.0f, we default to all corners). Was 0x04.
ImDrawFlags_RoundCornersBottomRight =
1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding >
// 0.0f, we default to all corners). Wax 0x08.
ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners
// (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight |
ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
ImDrawFlags_RoundCornersDefault_ =
ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone
};
// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally
// not manipulated directly. It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
enum ImDrawListFlags_
{
ImDrawListFlags_None = 0,
ImDrawListFlags_AntiAliasedLines =
1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin
// enough to be drawn using textures, otherwise *3 the number of triangles)
ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible.
// Require backend to render with bilinear filtering.
ImDrawListFlags_AntiAliasedFill =
1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when
// 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
};
// Draw command list
// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
// access the current window draw list and draw custom primitives.
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is ==
// GetMainViewport()->Pos+Size (generally io.DisplaySize). You are totally free to apply whatever transformation matrix
// to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui::
// functions), if you use this API a lot consider coarse culling your drawn objects.
struct ImDrawList
{
// This is what you have to render
ImVector<ImDrawCmd>
CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
// [Internal, used while building lists]
unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which
// case this gets reset to 0.
const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to
// get the one from current ImGui context)
const char* _OwnerName; // Pointer to owner window's name for debugging
ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the
// ImVector<> operators too much)
ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the
// ImVector<> operators too much)
ImVector<ImVec4> _ClipRectStack; // [Internal]
ImVector<ImTextureID> _TextureIdStack; // [Internal]
ImVector<ImVec2> _Path; // [Internal] current path building
ImDrawCmdHeader
_CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of
// ImDrawListSplitter!)
float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while
// zooming at vertex buffer content
// If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own
// ImDrawListSharedData (so you can use ImDrawList without ImGui)
ImDrawList(const ImDrawListSharedData* shared_data)
{
memset(this, 0, sizeof(*this));
_Data = shared_data;
}
~ImDrawList() { _ClearFreeMemory(); }
IMGUI_API void PushClipRect(ImVec2 clip_rect_min,
ImVec2 clip_rect_max,
bool intersect_with_current_clip_rect =
false); // Render-level scissoring. This is passed down to your render function but
// not used for CPU-side coarse clipping. Prefer using higher-level
// ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
IMGUI_API void PushClipRectFullScreen();
IMGUI_API void PopClipRect();
IMGUI_API void PushTextureID(ImTextureID texture_id);
IMGUI_API void PopTextureID();
inline ImVec2 GetClipRectMin() const
{
const ImVec4& cr = _ClipRectStack.back();
return ImVec2(cr.x, cr.y);
}
inline ImVec2 GetClipRectMax() const
{
const ImVec4& cr = _ClipRectStack.back();
return ImVec2(cr.z, cr.w);
}
// Primitives
// - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
// - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
// In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
// In future versions we will use textures to provide cheaper and higher-quality circles.
// Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides.
IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddRect(const ImVec2& p_min,
const ImVec2& p_max,
ImU32 col,
float rounding = 0.0f,
ImDrawFlags flags = 0,
float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size)
IMGUI_API void AddRectFilled(const ImVec2& p_min,
const ImVec2& p_max,
ImU32 col,
float rounding = 0.0f,
ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size)
IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min,
const ImVec2& p_max,
ImU32 col_upr_left,
ImU32 col_upr_right,
ImU32 col_bot_right,
ImU32 col_bot_left);
IMGUI_API void AddQuad(const ImVec2& p1,
const ImVec2& p2,
const ImVec2& p3,
const ImVec2& p4,
ImU32 col,
float thickness = 1.0f);
IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
IMGUI_API void AddCircle(const ImVec2& center,
float radius,
ImU32 col,
int num_segments = 0,
float thickness = 1.0f);
IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
IMGUI_API void AddText(const ImFont* font,
float font_size,
const ImVec2& pos,
ImU32 col,
const char* text_begin,
const char* text_end = NULL,
float wrap_width = 0.0f,
const ImVec4* cpu_fine_clip_rect = NULL);
IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
IMGUI_API void AddConvexPolyFilled(
const ImVec2* points,
int num_points,
ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
IMGUI_API void AddBezierCubic(const ImVec2& p1,
const ImVec2& p2,
const ImVec2& p3,
const ImVec2& p4,
ImU32 col,
float thickness,
int num_segments = 0); // Cubic Bezier (4 control points)
IMGUI_API void AddBezierQuadratic(const ImVec2& p1,
const ImVec2& p2,
const ImVec2& p3,
ImU32 col,
float thickness,
int num_segments = 0); // Quadratic Bezier (3 control points)
// Image primitives
// - Read FAQ to understand what ImTextureID is.
// - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
// - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1)
// texture coordinates will generally display the entire texture.
IMGUI_API void AddImage(ImTextureID user_texture_id,
const ImVec2& p_min,
const ImVec2& p_max,
const ImVec2& uv_min = ImVec2(0, 0),
const ImVec2& uv_max = ImVec2(1, 1),
ImU32 col = IM_COL32_WHITE);
IMGUI_API void AddImageQuad(ImTextureID user_texture_id,
const ImVec2& p1,
const ImVec2& p2,
const ImVec2& p3,
const ImVec2& p4,
const ImVec2& uv1 = ImVec2(0, 0),
const ImVec2& uv2 = ImVec2(1, 0),
const ImVec2& uv3 = ImVec2(1, 1),
const ImVec2& uv4 = ImVec2(0, 1),
ImU32 col = IM_COL32_WHITE);
IMGUI_API void AddImageRounded(ImTextureID user_texture_id,
const ImVec2& p_min,
const ImVec2& p_max,
const ImVec2& uv_min,
const ImVec2& uv_max,
ImU32 col,
float rounding,
ImDrawFlags flags = 0);
// Stateful path API, add points then finish with PathFillConvex() or PathStroke()
inline void PathClear() { _Path.Size = 0; }
inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
inline void PathLineToMergeDuplicate(const ImVec2& pos)
{
if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0)
_Path.push_back(pos);
}
inline void PathFillConvex(ImU32 col)
{
AddConvexPolyFilled(_Path.Data, _Path.Size, col);
_Path.Size = 0;
} // Note: Anti-aliased filling requires points to be in clockwise order.
inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f)
{
AddPolyline(_Path.Data, _Path.Size, col, flags, thickness);
_Path.Size = 0;
}
IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
IMGUI_API void PathArcToFast(const ImVec2& center,
float radius,
int a_min_of_12,
int a_max_of_12); // Use precomputed angles for a 12 steps circle
IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2,
const ImVec2& p3,
const ImVec2& p4,
int num_segments = 0); // Cubic Bezier (4 control points)
IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2,
const ImVec2& p3,
int num_segments = 0); // Quadratic Bezier (3 control points)
IMGUI_API void PathRect(const ImVec2& rect_min,
const ImVec2& rect_max,
float rounding = 0.0f,
ImDrawFlags flags = 0);
// Advanced
IMGUI_API void AddCallback(ImDrawCallback callback,
void* callback_data); // Your rendering function must check for 'UserCallback' in
// ImDrawCmd and call the function instead of rendering triangles.
IMGUI_API void
AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering
// / blending). Otherwise primitives are merged into the same draw-call as much as possible
IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
// Advanced: Channels
// - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives
// before BG primitives)
// - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append
// into separate channels then merge at the end)
// - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place!
// Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
// Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
inline void ChannelsMerge() { _Splitter.Merge(this); }
inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
// Advanced: Primitives allocations
// - We render triangles (three vertices)
// - All primitives needs to be reserved via PrimReserve() beforehand.
IMGUI_API void PrimReserve(int idx_count, int vtx_count);
IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
IMGUI_API void PrimRect(const ImVec2& a,
const ImVec2& b,
ImU32 col); // Axis aligned rectangle (composed of two triangles)
IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
IMGUI_API void PrimQuadUV(const ImVec2& a,
const ImVec2& b,
const ImVec2& c,
const ImVec2& d,
const ImVec2& uv_a,
const ImVec2& uv_b,
const ImVec2& uv_c,
const ImVec2& uv_d,
ImU32 col);
inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)
{
_VtxWritePtr->pos = pos;
_VtxWritePtr->uv = uv;
_VtxWritePtr->col = col;
_VtxWritePtr++;
_VtxCurrentIdx++;
}
inline void PrimWriteIdx(ImDrawIdx idx)
{
*_IdxWritePtr = idx;
_IdxWritePtr++;
}
inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)
{
PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx);
PrimWriteVtx(pos, uv, col);
} // Write vertex with unique index
# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
inline void AddBezierCurve(const ImVec2& p1,
const ImVec2& p2,
const ImVec2& p3,
const ImVec2& p4,
ImU32 col,
float thickness,
int num_segments = 0)
{
AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments);
}
inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0)
{
PathBezierCubicCurveTo(p2, p3, p4, num_segments);
}
# endif
// [Internal helpers]
IMGUI_API void _ResetForNewFrame();
IMGUI_API void _ClearFreeMemory();
IMGUI_API void _PopUnusedDrawCmd();
IMGUI_API void _TryMergeDrawCmds();
IMGUI_API void _OnChangedClipRect();
IMGUI_API void _OnChangedTextureID();
IMGUI_API void _OnChangedVtxOffset();
IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
};
// All draw data to render a Dear ImGui frame
// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward
// compatibility purpose, as this is one of the oldest structure exposed by the library! Basically, ImDrawList ==
// CmdList)
struct ImDrawData
{
bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
int CmdListsCount; // Number of ImDrawList* to render
int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed
// to from here.
ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix
// to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport
// applications)
ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, ==
// io.DisplaySize in most single-viewport applications)
ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale.
// Generally (1,1) on normal display, (2,2) on OSX with Retina display.
ImGuiViewport*
OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
// Functions
ImDrawData() { Clear(); }
void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext!
IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you
// cannot render indexed. Note: this is slow and most likely a waste of
// resources. Always prefer indexed rendering!
IMGUI_API void ScaleClipRects(
const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output
// buffer is at a different scale than Dear ImGui expects, or if there is a difference
// between your window resolution and framebuffer resolution.
};
//-----------------------------------------------------------------------------
// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
//-----------------------------------------------------------------------------
struct ImFontConfig
{
void* FontData; // // TTF/OTF data
int FontDataSize; // // TTF/OTF data size
bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete
// memory itself).
int FontNo; // 0 // Index of font within TTF/OTF file
float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Note the difference between
// 2 and 3 is minimal so you can reduce this to 2 to save memory. Read
// https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as
// we don't use sub-pixel positions on the Y axis.
bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel
// aligned font with the default font. If enabled, you can set OversampleH/V to 1.
ImVec2
GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
const ImWchar*
GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are
// inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max
// to enforce mono-space font
float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont
// (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font
// of different heights.
unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION
// DEPENDENT. Leave as zero if unsure.
float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts
// may be a good workaround to make them more readable.
ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are
// being merged first specified ellipsis will be used.
// [Internal]
char Name[40]; // Name (strictly to ease debugging)
ImFont* DstFont;
IMGUI_API ImFontConfig();
};
// Hold rendering data for one glyph.
// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single
// u32 or we can rework this)
struct ImFontGlyph
{
unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable
// with no shift on little-endian as this is used in loops)
unsigned int
Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
unsigned int Codepoint : 30; // 0x0000..0x10FFFF
float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
float X0, Y0, X1, Y1; // Glyph corners
float U0, V0, U1, V1; // Texture coordinates
};
// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call
// BuildRanges(). This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
struct ImFontGlyphRangesBuilder
{
ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
ImFontGlyphRangesBuilder() { Clear(); }
inline void Clear()
{
int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8;
UsedChars.resize(size_in_bytes / (int)sizeof(ImU32));
memset(UsedChars.Data, 0, (size_t)size_in_bytes);
}
inline bool GetBit(size_t n) const
{
int off = (int)(n >> 5);
ImU32 mask = 1u << (n & 31);
return (UsedChars[off] & mask) != 0;
} // Get bit n in the array
inline void SetBit(size_t n)
{
int off = (int)(n >> 5);
ImU32 mask = 1u << (n & 31);
UsedChars[off] |= mask;
} // Set bit n in the array
inline void AddChar(ImWchar c) { SetBit(c); } // Add character
IMGUI_API void AddText(const char* text,
const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
IMGUI_API void AddRanges(
const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force
// add all of ASCII/Latin+Ext
IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
};
// See ImFontAtlas::AddCustomRectXXX functions.
struct ImFontAtlasCustomRect
{
unsigned short Width, Height; // Input // Desired rectangle dimension
unsigned short X, Y; // Output // Packed position in Atlas
unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000)
float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance
ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset
ImFont* Font; // Input // For custom font glyphs only: target font
ImFontAtlasCustomRect()
{
Width = Height = 0;
X = Y = 0xFFFF;
GlyphID = 0;
GlyphAdvanceX = 0.0f;
GlyphOffset = ImVec2(0, 0);
Font = NULL;
}
bool IsPacked() const { return X != 0xFFFF; }
};
// Flags for ImFontAtlas build
enum ImFontAtlasFlags_
{
ImFontAtlasFlags_None = 0,
ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
ImFontAtlasFlags_NoMouseCursors =
1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture
// memory). The AntiAliasedLinesUseTex features uses them, otherwise they
// will be rendered using polygons (more expensive for CPU/GPU).
};
// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
// - One or more fonts.
// - Custom graphics data needed to render the shapes needed by Dear ImGui.
// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in
// the font atlas).
// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by
// your graphics api.
// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code
// will be loaded for you.
// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics
// API.
// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID
// for more details.
// Common pitfalls:
// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until
// the
// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we
// will free the pointer on destruction.
// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the
// future!
struct ImFontAtlas
{
IMGUI_API ImFontAtlas();
IMGUI_API ~ImFontAtlas();
IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
IMGUI_API ImFont* AddFontFromFileTTF(const char* filename,
float size_pixels,
const ImFontConfig* font_cfg = NULL,
const ImWchar* glyph_ranges = NULL);
IMGUI_API ImFont* AddFontFromMemoryTTF(
void* font_data,
int font_size,
float size_pixels,
const ImFontConfig* font_cfg = NULL,
const ImWchar* glyph_ranges =
NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the
// atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be
// freed.
IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(
const void* compressed_font_data,
int compressed_font_size,
float size_pixels,
const ImFontConfig* font_cfg = NULL,
const ImWchar* glyph_ranges =
NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(
const char* compressed_font_data_base85,
float size_pixels,
const ImFontConfig* font_cfg = NULL,
const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with
// binary_to_compressed_c.cpp with -base85 parameter.
IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph
// ranges, etc.) = all the data used to build the texture and fonts.
IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied
// to graphics memory.
IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
IMGUI_API void Clear(); // Clear all input and output.
// Build atlas, retrieve pixel data.
// User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store
// your texture handle with SetTexID(). The pitch is always = Width * BytesPerPixels (1 or 4) Building in RGBA32
// format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color
// data into the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be
// white (~75% of memory/bandwidth waste.
IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels,
int* out_width,
int* out_height,
int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels,
int* out_width,
int* out_height,
int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
bool IsBuilt() const
{
return Fonts.Size > 0 && TexReady;
} // Bit ambiguous: used to detect when user didn't built texture but effectively we should check TexID != 0 except
// that would be backend dependent...
void SetTexID(ImTextureID id) { TexID = id; }
//-------------------------------------------
// Glyph Ranges
//-------------------------------------------
// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
// NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string
// literal using the u8"Hello world" syntax. See FAQ for details. NB: Consider using ImFontGlyphRangesBuilder to
// build glyph ranges from textual data.
IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
IMGUI_API const ImWchar*
GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full
// set of about 21000 CJK Unified Ideographs
IMGUI_API const ImWchar*
GetGlyphRangesChineseSimplifiedCommon(); // Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK
// Unified Ideographs for common simplified Chinese
IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
//-------------------------------------------
// [BETA] Custom Rectangles/Glyphs API
//-------------------------------------------
// You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
// - After calling Build(), you can query the rectangle position and render your pixels.
// - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of
// prefered texture format.
// - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
// so you can render e.g. custom colorful icons and use them as regular glyphs.
// - Read docs/FONTS.md for more details about using colorful icons.
// - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
IMGUI_API int AddCustomRectRegular(int width, int height);
IMGUI_API int AddCustomRectFontGlyph(ImFont* font,
ImWchar id,
int width,
int height,
float advance_x,
const ImVec2& offset = ImVec2(0, 0));
ImFontAtlasCustomRect* GetCustomRectByIndex(int index)
{
IM_ASSERT(index >= 0);
return &CustomRects[index];
}
// [Internal]
IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor,
ImVec2* out_offset,
ImVec2* out_size,
ImVec2 out_uv_border[2],
ImVec2 out_uv_fill[2]);
//-------------------------------------------
// Members
//-------------------------------------------
ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is
// passed back to you during rendering via the ImDrawCmd structure.
int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs
// your graphics API have texture size restrictions you may want to increase texture width to
// decrease height.
int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method
// doesn't rely on bilinear filtering you may set this to 0.
bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
// [Internal]
// NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
bool TexReady; // Set when texture was built matching current font input
bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel),
// in order to help backend select a format.
unsigned char*
TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth *
// TexHeight * 4
int TexWidth; // Texture width calculated during Build().
int TexHeight; // Texture height calculated during Build().
ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
ImVector<ImFont*> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling
// ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
ImVector<ImFontConfig> ConfigData; // Configuration data
ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
// [Internal] Font builder
const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be
// changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD
// IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig.
// [Internal] Packing data
int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines
# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
// typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
# endif
};
// Font runtime data and rendering
// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or
// GetTexDataAsRGBA32().
struct ImFont
{
// Members: Hot ~20/24 bytes (for CalcTextSize)
ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable
// way (cache-friendly for CalcTextSize functions which only this this info, and are
// often bottleneck in large UI).
float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after
// loading)
// Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
// Members: Cold ~32/40 bytes
ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font.
// Bigger than 1 when merging multiple font sources into one ImFont.
ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found.
ImWchar EllipsisChar; // 2 // out // = '...' // Character used for ellipsis rendering.
ImWchar DotChar; // 2 // out // = '.' // Character used for ellipsis rendering (if a single '...'
// character isn't found)
bool DirtyLookupTables; // 1 // out //
float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you
// can adjust with SetWindowFontScale()
float Ascent,
Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
int MetricsTotalSurface; // 4 // out // // Total surface in pixels to get an idea of the font
// rasterization/texture cost (not exact, we approximate the cost of padding between
// glyphs)
ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX + 1) / 4096 /
8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block
// of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations
// across all used codepoints.
// Methods
IMGUI_API ImFont();
IMGUI_API ~ImFont();
IMGUI_API const ImFontGlyph* FindGlyph(ImWchar c) const;
IMGUI_API const ImFontGlyph* FindGlyphNoFallback(ImWchar c) const;
float GetCharAdvance(ImWchar c) const
{
return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX;
}
bool IsLoaded() const { return ContainerAtlas != NULL; }
const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
// 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
IMGUI_API ImVec2 CalcTextSizeA(float size,
float max_width,
float wrap_width,
const char* text_begin,
const char* text_end = NULL,
const char** remaining = NULL) const; // utf8
IMGUI_API const char* CalcWordWrapPositionA(float scale,
const char* text,
const char* text_end,
float wrap_width) const;
IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;
IMGUI_API void RenderText(ImDrawList* draw_list,
float size,
ImVec2 pos,
ImU32 col,
const ImVec4& clip_rect,
const char* text_begin,
const char* text_end,
float wrap_width = 0.0f,
bool cpu_fine_clip = false) const;
// [Internal] Don't use!
IMGUI_API void BuildLookupTable();
IMGUI_API void ClearOutputData();
IMGUI_API void GrowIndex(int new_size);
IMGUI_API void AddGlyph(const ImFontConfig* src_cfg,
ImWchar c,
float x0,
float y0,
float x1,
float y1,
float u0,
float v0,
float u1,
float v1,
float advance_x);
IMGUI_API void AddRemapChar(
ImWchar dst,
ImWchar src,
bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to
// be called AFTER fonts have been built.
IMGUI_API void SetGlyphVisible(ImWchar c, bool visible);
IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
};
//-----------------------------------------------------------------------------
// [SECTION] Viewports
//-----------------------------------------------------------------------------
// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
enum ImGuiViewportFlags_
{
ImGuiViewportFlags_None = 0,
ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
ImGuiViewportFlags_OwnedByApp =
1 << 2, // Platform Window: is created/managed by the application (rather than a dear imgui backend)
ImGuiViewportFlags_NoDecoration =
1 << 3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows,
// but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips)
ImGuiViewportFlags_NoTaskBarIcon =
1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if
// ImGuiConfigFlags_ViewportsNoTaskBarIcon is set)
ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created.
ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on.
ImGuiViewportFlags_NoInputs =
1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer
// ahead (because we will fill it entirely).
ImGuiViewportFlags_TopMost = 1 << 9, // Platform Window: Display on top (for tooltips only).
ImGuiViewportFlags_Minimized =
1 << 10, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the
// viewport pos/size for clipping window or testing if they are contained in the viewport.
ImGuiViewportFlags_NoAutoMerge =
1 << 11, // Platform Window: Avoid merging this window into another host window. This can only be set via
// ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a
// viewport in the first place!).
ImGuiViewportFlags_CanHostOtherWindows = 1 << 12 // Main viewport: can host multiple imgui windows (secondary
// viewports are associated to a single window).
};
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
// - With multi-viewport enabled, we extend this concept to have multiple active viewports.
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main
// platform window" operation mode.
// - About Main Area vs Work Area:
// - Main Area = entire viewport.
// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for
// platform monitor).
// - Windows are generally trying to stay within the Work Area of their host viewport.
struct ImGuiViewport
{
ImGuiID ID; // Unique identifier for the viewport
ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native
// coordinates)
ImVec2 Size; // Main Area: Size of the viewport.
ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
float DpiScale; // 1.0f = 96 DPI = No extra scale.
ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child
// relationship between platform windows.
ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next
// call to NewFrame().
// Our design separate the Renderer and Platform backends to facilitate combining default backends with each others.
// When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be
// handled by the same system and you may not need to use all the UserData/Handle fields. The library never uses
// those fields, they are merely storage to facilitate backend implementation.
void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers
// etc.). generally set by your Renderer_CreateWindow function.
void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render
// context). generally set by your Platform_CreateWindow function.
void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle
// such as HWND, GLFWWindow*, SDL_Window*)
void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (e.g. the HWND) when using an
// abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*)
bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager,
// authoritative position will be OS window position)
bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window
// manager, authoritative size will be OS window size)
bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window
// manager, e.g. pressing ALT-F4)
ImGuiViewport() { memset(this, 0, sizeof(*this)); }
~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
// Helpers
ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
};
//-----------------------------------------------------------------------------
// [SECTION] Platform interface for multi-viewport support
//-----------------------------------------------------------------------------
// [BETA] (Optional) This is completely optional, for advanced users!
// If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now.
//
// This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport.
// This is achieved by creating new Platform/OS windows on the fly, and rendering into them.
// Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of
// those viewports.
//
// See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology.
// See Thread https://github.com/ocornut/imgui/issues/1542 for gifs, news and questions about this evolving feature.
//
// About the coordinates system:
// - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!)
// - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor!
// - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a
// base position.
//
// Steps to use multi-viewports in your application, when using a default backend from the examples/ folder:
// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// - Backend: The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors
// info every frame.
// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after
// EndFrame() or Render().
// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
//
// Steps to use multi-viewports in your application, when using a custom backend:
// - Important: THIS IS NOT EASY TO DO and comes with many subtleties not described here!
// It's also an experimental feature, so some of the requirements may evolve.
// Consider using default backends if you can. Either way, carefully follow and refer to examples/
// backends for details.
// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// - Backend: Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below).
// Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |=
// ImGuiBackendFlags_PlatformHasViewports'. Update ImGuiPlatformIO's Monitors list every frame. Update
// MousePos every frame, in absolute coordinates.
// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after
// EndFrame() or Render().
// You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read
// comments below.
// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
//
// About ImGui::RenderPlatformWindowsDefault():
// - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends.
// - You can check its simple source code to understand what it does.
// It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available:
// Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers()
// Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault().
// - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading
// issues, etc.),
// you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg.
// You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through
// those pointers, or you may decide to never setup those pointers and call your code directly. They are a
// convenience, not an obligatory interface.
//-----------------------------------------------------------------------------
// (Optional) Access via ImGui::GetPlatformIO()
struct ImGuiPlatformIO
{
//------------------------------------------------------------------
// Input - Backend interface/functions + Monitor List
//------------------------------------------------------------------
// (Optional) Platform functions (e.g. Win32, GLFW, SDL2)
// For reference, the second column shows which function are generally calling the Platform Functions:
// N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS
// windows (latest size/position) F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame U =
// ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS
// windows R = ImGui::RenderPlatformWindowsDefault() ~ render D = ImGui::DestroyPlatformWindows() ~
// shutdown
// The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will
// write to it.
//
// The functions are designed so we can mix and match 2 imgui_impl_xxxx files, one for the Platform (~window/input
// handling), one for Renderer. Custom engine backends will often provide both Platform and Renderer interfaces and
// so may not need to use all functions. Platform functions are typically called before their Renderer counterpart,
// apart from Destroy which are called the other way.
// Platform function --------------------------------------------------- Called by -----
void (*Platform_CreateWindow)(
ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport
void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D //
void (*Platform_ShowWindow)(
ImGuiViewport* vp); // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can
// be called on them before showing the window
void (*Platform_SetWindowPos)(
ImGuiViewport* vp,
ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area)
ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . //
void (*Platform_SetWindowSize)(ImGuiViewport* vp,
ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS
// decorations such as OS title bar etc.)
ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size
void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus
bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . //
bool (*Platform_GetWindowMinimized)(
ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't
// attempt to get/set size and contents will be culled more easily
void (*Platform_SetWindowTitle)(
ImGuiViewport* vp,
const char* str); // . . U . . // Set platform window title (given an UTF-8 string)
void (*Platform_SetWindowAlpha)(
ImGuiViewport* vp,
float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency)
void (*Platform_UpdateWindow)(
ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the
// platform backend from doing general book-keeping every frame.
void (*Platform_RenderWindow)(
ImGuiViewport* vp,
void* render_arg); // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just
// setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to
// RenderPlatformWindowsDefault().
void (*Platform_SwapBuffers)(
ImGuiViewport* vp,
void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!).
// 'render_arg' is the value passed to RenderPlatformWindowsDefault().
float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling:
// Return DPI scale for this viewport. 1.0f = 96 DPI.
void (*Platform_OnChangedViewport)(
ImGuiViewport*
vp); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the
// viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style.
void (*Platform_SetImeInputPos)(
ImGuiViewport* vp,
ImVec2 pos); // . F . . . // (Optional) Set IME (Input Method Editor, e.g. for Asian languages) input
// position, so text preview appears over the imgui input box. FIXME: The call timing of this is
// inconsistent because we want to support without multi-viewports.
int (*Platform_CreateVkSurface)(
ImGuiViewport* vp,
ImU64 vk_inst,
const void* vk_allocators,
ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface
// creation needs to tie them both).
// (Optional) Renderer functions (e.g. DirectX, OpenGL, Vulkan)
void (*Renderer_CreateWindow)(
ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow)
void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called
// before Platform_DestroyWindow)
void (*Renderer_SetWindowSize)(
ImGuiViewport* vp,
ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize)
void (*Renderer_RenderWindow)(
ImGuiViewport* vp,
void* render_arg); // . . . R . // (Optional) Clear framebuffer, setup render target, then render the
// viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
void (*Renderer_SwapBuffers)(ImGuiViewport* vp,
void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg'
// is the value passed to RenderPlatformWindowsDefault().
// (Optional) Monitor list
// - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration.
// - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle
// monitors.
ImVector<ImGuiPlatformMonitor> Monitors;
//------------------------------------------------------------------
// Output - List of viewports to render into platform windows
//------------------------------------------------------------------
// Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
// (in the future we will attempt to organize this feature to remove the need for a "main viewport")
ImVector<ImGuiViewport*> Viewports; // Main viewports, followed by all secondary viewports.
ImGuiPlatformIO() { memset(this, 0, sizeof(*this)); } // Zero clear
};
// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and
// their DPI. We use this information for multiple DPI support + clamping the position of popups and tooltips so they
// don't straddle multiple monitors.
struct ImGuiPlatformMonitor
{
ImVec2 MainPos,
MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right)
ImVec2 WorkPos,
WorkSize; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips
// inside this region. If you don't have this info, please copy the value for MainPos/MainSize.
float DpiScale; // 1.0f = 96 DPI
ImGuiPlatformMonitor()
{
MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0);
DpiScale = 1.0f;
}
};
//-----------------------------------------------------------------------------
// [SECTION] Obsolete functions and types
// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in
// imconfig.h to stay ahead.
//-----------------------------------------------------------------------------
# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
namespace ImGui
{
// OBSOLETED in 1.81 (from February 2021)
IMGUI_API bool ListBoxHeader(
const char* label,
int items_count,
int height_in_items = -1); // Helper to calculate size from items_count and height_in_items
static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0))
{
return BeginListBox(label, size);
}
static inline void ListBoxFooter()
{
EndListBox();
}
// OBSOLETED in 1.79 (from August 2020)
static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1)
{
OpenPopupOnItemClick(str_id, mb);
} // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79.
// Sorry!
// OBSOLETED in 1.78 (from June 2020)
// Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags.
// For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
IMGUI_API bool DragScalar(const char* label,
ImGuiDataType data_type,
void* p_data,
float v_speed,
const void* p_min,
const void* p_max,
const char* format,
float power);
IMGUI_API bool DragScalarN(const char* label,
ImGuiDataType data_type,
void* p_data,
int components,
float v_speed,
const void* p_min,
const void* p_max,
const char* format,
float power);
static inline bool
DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power)
{
return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power);
}
static inline bool
DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power)
{
return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power);
}
static inline bool
DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power)
{
return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power);
}
static inline bool
DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power)
{
return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power);
}
IMGUI_API bool SliderScalar(const char* label,
ImGuiDataType data_type,
void* p_data,
const void* p_min,
const void* p_max,
const char* format,
float power);
IMGUI_API bool SliderScalarN(const char* label,
ImGuiDataType data_type,
void* p_data,
int components,
const void* p_min,
const void* p_max,
const char* format,
float power);
static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power)
{
return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power);
}
static inline bool SliderFloat2(const char* label,
float v[2],
float v_min,
float v_max,
const char* format,
float power)
{
return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power);
}
static inline bool SliderFloat3(const char* label,
float v[3],
float v_min,
float v_max,
const char* format,
float power)
{
return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power);
}
static inline bool SliderFloat4(const char* label,
float v[4],
float v_min,
float v_max,
const char* format,
float power)
{
return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power);
}
// OBSOLETED in 1.77 (from June 2020)
static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items)
{
return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems));
}
// OBSOLETED in 1.72 (from April 2019)
static inline void TreeAdvanceToLabelPos()
{
SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing());
}
// OBSOLETED in 1.71 (from June 2019)
static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0)
{
SetNextItemOpen(open, cond);
}
// OBSOLETED in 1.70 (from May 2019)
static inline float GetContentRegionAvailWidth()
{
return GetContentRegionAvail().x;
}
// Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
// static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69
// (from Mar 2019) static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED
// in 1.66 (from Nov 2018) static inline bool IsItemDeactivatedAfterChange() { return
// IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018) static inline bool
// IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED
// in 1.60 (from Apr 2018) static inline bool IsAnyWindowHovered() { return
// IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) static inline
// void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED
// in 1.53 (between Oct 2017 and Dec 2017) static inline bool IsRootWindowFocused() { return
// IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) static inline
// bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } //
// OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) static inline void SetNextWindowContentWidth(float w) {
// SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) static
// inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } //
// OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
} // namespace ImGui
// OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
typedef ImDrawFlags ImDrawCornerFlags;
enum ImDrawCornerFlags_
{
ImDrawCornerFlags_None =
ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is
// != 0 and not implicit
ImDrawCornerFlags_TopLeft =
ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches
// ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82.
ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82.
ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82.
ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82
ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight
};
# endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//-----------------------------------------------------------------------------
# if defined(__clang__)
# pragma clang diagnostic pop
# elif defined(__GNUC__)
# pragma GCC diagnostic pop
# endif
# ifdef _MSC_VER
# pragma warning(pop)
# endif
// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
# ifdef IMGUI_INCLUDE_IMGUI_USER_H
# include "imgui_user.h"
# endif
#endif // #ifndef IMGUI_DISABLE